Example #1
0
    private void DisableWallpiece(Vector2 overlapPosition, Room thisRoom, Room otherRoom)   // thisRoom = new room --|-- otherRoom = room adjacent to the new room
    {
        List <WallPiece> overlappingWallPiecesThisRoom  = GetWallpiecesByActiveBuildingTile(overlapPosition, thisRoom);
        List <WallPiece> overlappingWallPiecesOtherRoom = GetWallpiecesByActiveBuildingTile(overlapPosition, otherRoom);

        for (int i = 0; i < overlappingWallPiecesThisRoom.Count; i++)
        {
            WallPiece overlappingWallPieceThisRoom = overlappingWallPiecesThisRoom[i];
            for (int j = 0; j < overlappingWallPiecesOtherRoom.Count; j++)
            {
                WallPiece overlappingWallPieceOtherRoom = overlappingWallPiecesOtherRoom[j];
                if (overlappingWallPieceOtherRoom && overlappingWallPieceThisRoom)
                {
                    if ((overlappingWallPieceOtherRoom.WallPieceType == WallPieceType.DownRight) &&
                        overlappingWallPieceThisRoom.WallPieceType == WallPieceType.UpLeft)
                    {
                        overlappingWallPieceOtherRoom.gameObject.SetActive(false);
                        overlappingWallPieceOtherRoom.SetWallSprite(WallPieceDisplayMode.Visible);
                    }

                    if ((overlappingWallPieceThisRoom.WallPieceType == WallPieceType.DownRight) &&
                        overlappingWallPieceOtherRoom.WallPieceType == WallPieceType.UpLeft)
                    {
                        overlappingWallPieceThisRoom.gameObject.SetActive(false);
                        overlappingWallPieceThisRoom.SetWallSprite(WallPieceDisplayMode.Visible);
                    }

                    if ((overlappingWallPieceOtherRoom.WallPieceType == WallPieceType.DownLeft) &&
                        overlappingWallPieceThisRoom.WallPieceType == WallPieceType.UpRight)
                    {
                        overlappingWallPieceOtherRoom.gameObject.SetActive(false);
                        overlappingWallPieceOtherRoom.SetWallSprite(WallPieceDisplayMode.Visible);
                    }

                    if ((overlappingWallPieceThisRoom.WallPieceType == WallPieceType.DownLeft) &&
                        overlappingWallPieceOtherRoom.WallPieceType == WallPieceType.UpRight)
                    {
                        overlappingWallPieceThisRoom.gameObject.SetActive(false);
                        overlappingWallPieceThisRoom.SetWallSprite(WallPieceDisplayMode.Visible);
                    }
                }
            }
        }
    }
Example #2
0
    public void BuildWall()
    {
        foreach (WallPiece piece in pieces)
        {
            if (piece)
            {
                Destroy(piece.gameObject);
            }
        }
        pieces = new List <WallPiece> ();

        Vector3 direction = transform.right;

        for (int i = -segmentAmount; i <= segmentAmount; i++)
        {
            GameObject newSegment = Instantiate(wallPrefab, transform.position + direction * segmentLength * i, transform.rotation);
            newSegment.transform.SetParent(transform);

            WallPiece piece = newSegment.GetComponent <WallPiece> ();
            pieces.Add(piece);
        }
    }
    public static void ReenableWallpiecesFromAdjacentRooms(Room room)
    {
        // after a neighbour room is deleted, go over all wallpieces in this room to check if any wallpieces now do not overlap but are disabled. Reenable these
        List <BuildingTile> edgeTileClustersWithOverlap = room.RoomEdgeTilesPerCluster.Where(tile => tile.BuildingTileRooms.Count > 1).ToList();

        List <Room> roomsStartingOnEdgeTile = new List <Room>();

        for (int j = 0; j < edgeTileClustersWithOverlap.Count; j++)
        {
            BuildingTile edgeTileClusterWithOverlap = edgeTileClustersWithOverlap[j];
            for (int p = 0; p < edgeTileClusterWithOverlap.BuildingTileRooms.Count; p++)
            {
                Room overlappingRoom = edgeTileClusterWithOverlap.BuildingTileRooms[p];
                if (overlappingRoom.RoomCorners[Direction.Down].x == edgeTileClusterWithOverlap.StartingPoint.x && overlappingRoom.RoomCorners[Direction.Down].y == edgeTileClusterWithOverlap.StartingPoint.y)
                {
                    roomsStartingOnEdgeTile.Add(overlappingRoom);
                }
            }
        }

        // rooms that have the down corner on along the edge of this room
        for (int i = 0; i < edgeTileClustersWithOverlap.Count; i++)
        {
            BuildingTile tileWithOverlap = edgeTileClustersWithOverlap[i];

            List <WallPiece> wallPiecesAllRooms = new List <WallPiece>();
            for (int k = 0; k < tileWithOverlap.BuildingTileRooms.Count; k++)
            {
                Room otherRoom = tileWithOverlap.BuildingTileRooms[k];
                wallPiecesAllRooms.AddRange(Room.GetWallpiecesByAnyBuildingTile(tileWithOverlap.StartingPoint, otherRoom));
            }
            List <WallPiece> activeWallPiecesFromThisRoom = wallPiecesAllRooms.Where(wallPiece => wallPiece.Room.Id == room.Id).ToList();
            if (activeWallPiecesFromThisRoom.Count == 0)
            {
                continue;
            }

            for (int j = 0; j < activeWallPiecesFromThisRoom.Count; j++)
            {
                WallPiece activeWallPiece = activeWallPiecesFromThisRoom[j];

                if (activeWallPiece.WallPieceType == WallPieceType.UpLeft || activeWallPiece.WallPieceType == WallPieceType.DownLeft) // UpLeft for continuing wall parts, DownLeft at the bottom corner
                {
                    if (activeWallPiece.transform.position.x == 0)
                    {
                        Logger.Log("For this tile at {0},{1} the type is {2}", activeWallPiece.transform.position.x, activeWallPiece.transform.position.y, activeWallPiece.WallPieceType);
                        Logger.Log("This room downside is {0},{1}, with the id {2}", room.RoomCorners[Direction.Down].x, room.RoomCorners[Direction.Down].y, room.Id);
                    }

                    List <WallPiece> oppositeWallPieces = wallPiecesAllRooms.Where(wallPiece => wallPiece.WallPieceType == WallPieceType.DownRight).ToList();

                    for (int k = 0; k < oppositeWallPieces.Count; k++)
                    {
                        WallPiece oppositeWallPiece = oppositeWallPieces[k];
                        if (activeWallPiece.transform.position.x == 0)
                        {
                            Logger.Log("oppositeWallPiece at {0},{1} the type is {2}", oppositeWallPiece.transform.position.x, oppositeWallPiece.transform.position.y, oppositeWallPiece.WallPieceType);
                        }
                        // only if not corner piece
                        if (!wallPiecesAllRooms.Any(wallPiece => wallPiece.WallPieceType == WallPieceType.UpRight && wallPiece.Room.Id != room.Id))
                        {
                            oppositeWallPiece.gameObject.SetActive(true);
                            if (oppositeWallPiece.Room.CharactersInRoom.Count > 0)
                            {
                                oppositeWallPiece.SetWallSprite(WallPieceDisplayMode.Transparent);
                            }
                        }

                        oppositeWallPiece.Room.WallPieces.Where(
                            wallPiece => wallPiece.WallPieceType == WallPieceType.DownRight &&
                            wallPiece.transform.position.x == tileWithOverlap.StartingPoint.x + 5 &&
                            wallPiece.transform.position.y == tileWithOverlap.StartingPoint.y + 2.5f &&
                            room.WallPieces.Any(wallPieceThisRoom =>
                                                wallPieceThisRoom.transform.position.x == tileWithOverlap.StartingPoint.x + 5 &&
                                                wallPieceThisRoom.transform.position.y == tileWithOverlap.StartingPoint.y + 2.5f))
                        .ToList()
                        .ForEach(wallPiece => {
                            wallPiece.gameObject.SetActive(true);
                            if (wallPiece.Room.CharactersInRoom.Count > 0)
                            {
                                wallPiece.SetWallSprite(WallPieceDisplayMode.Transparent);
                            }
                        });
                        oppositeWallPiece.Room.WallPieces.Where(
                            wallPiece => wallPiece.WallPieceType == WallPieceType.DownRight &&
                            wallPiece.transform.position.x == tileWithOverlap.StartingPoint.x + 10 &&
                            wallPiece.transform.position.y == tileWithOverlap.StartingPoint.y + 5f &&
                            room.WallPieces.Any(wallPieceThisRoom =>
                                                wallPieceThisRoom.transform.position.x == tileWithOverlap.StartingPoint.x + 10 &&
                                                wallPieceThisRoom.transform.position.y == tileWithOverlap.StartingPoint.y + 5f))
                        .ToList()
                        .ForEach(wallPiece => {
                            wallPiece.gameObject.SetActive(true);
                            if (wallPiece.Room.CharactersInRoom.Count > 0)
                            {
                                wallPiece.SetWallSprite(WallPieceDisplayMode.Transparent);
                            }
                        });
                    }

                    //for dealing with corners
                    for (int l = 0; l < roomsStartingOnEdgeTile.Count; l++)
                    {
                        Room    roomStartingOnEdgeTile         = roomsStartingOnEdgeTile[l];
                        Vector2 roomStartingOnEdgeTileLocation = roomStartingOnEdgeTile.RoomCorners[Direction.Down];
                        // check if there is a wallpiece intersecting the corner
                        if (activeWallPiece.transform.position.x == roomStartingOnEdgeTileLocation.x &&
                            activeWallPiece.transform.position.y == roomStartingOnEdgeTileLocation.y &&
                            (activeWallPiece.transform.position.x != room.RoomCorners[Direction.Up].x &&
                             activeWallPiece.transform.position.y != room.RoomCorners[Direction.Up].y))
                        {
                            for (int n = 0; n < roomStartingOnEdgeTile.WallPieces.Count; n++)
                            {
                                WallPiece wallPiece = roomStartingOnEdgeTile.WallPieces[n];
                                if ((wallPiece.transform.position.x == roomStartingOnEdgeTileLocation.x + 5 &&
                                     wallPiece.transform.position.y == roomStartingOnEdgeTileLocation.y + 2.5f) ||
                                    (wallPiece.transform.position.x == roomStartingOnEdgeTileLocation.x + 10 &&
                                     wallPiece.transform.position.y == roomStartingOnEdgeTileLocation.y + 5f))
                                {
                                    wallPiece.gameObject.SetActive(true);
                                    if (wallPiece.Room.CharactersInRoom.Count > 0)
                                    {
                                        wallPiece.SetWallSprite(WallPieceDisplayMode.Transparent);
                                    }
                                }
                            }
                            Logger.Log("There is something on the corner");
                        }
                    }
                }
                if (activeWallPiece.WallPieceType == WallPieceType.UpRight)
                {
                    List <WallPiece> oppositeWallPieces = wallPiecesAllRooms.Where(wallPiece => wallPiece.WallPieceType == WallPieceType.DownLeft).ToList();

                    for (int k = 0; k < oppositeWallPieces.Count; k++)
                    {
                        WallPiece oppositeWallPiece = oppositeWallPieces[k];

                        oppositeWallPiece.gameObject.SetActive(true);

                        if (oppositeWallPiece.Room.CharactersInRoom.Count > 0)
                        {
                            oppositeWallPiece.SetWallSprite(WallPieceDisplayMode.Transparent);
                        }

                        oppositeWallPiece.Room.WallPieces.Where(
                            wallPiece => wallPiece.WallPieceType == WallPieceType.DownLeft &&
                            wallPiece.transform.position.x == tileWithOverlap.StartingPoint.x + 5 &&
                            wallPiece.transform.position.y == tileWithOverlap.StartingPoint.y - 2.5f
                            )
                        .ToList()
                        .ForEach(wallPiece => {
                            wallPiece.gameObject.SetActive(true);
                            if (wallPiece.Room.CharactersInRoom.Count > 0)
                            {
                                wallPiece.SetWallSprite(WallPieceDisplayMode.Transparent);
                            }
                        });
                        oppositeWallPiece.Room.WallPieces.Where(
                            wallPiece => wallPiece.WallPieceType == WallPieceType.DownLeft &&
                            wallPiece.transform.position.x == tileWithOverlap.StartingPoint.x + 10 &&
                            wallPiece.transform.position.y == tileWithOverlap.StartingPoint.y - 5f
                            )
                        .ToList()
                        .ForEach(wallPiece => {
                            wallPiece.gameObject.SetActive(true);
                            if (wallPiece.Room.CharactersInRoom.Count > 0)
                            {
                                wallPiece.SetWallSprite(WallPieceDisplayMode.Transparent);
                            }
                        });
                    }
                }
            }
        }
    }
    // this room is the room that is left
    public static void RaiseWallPieces(Room room)
    {
        List <BuildingTile> edgeTileClustersWithOverlap = room.RoomEdgeTilesPerCluster.Where(tile => tile.BuildingTileRooms.Count > 1).ToList();

        for (int i = 0; i < room.WallPieces.Count; i++)
        {
            WallPiece wallPiece = room.WallPieces[i];
            if (wallPiece.WallPieceType == WallPieceType.DownLeft || wallPiece.WallPieceType == WallPieceType.DownRight)
            {
                if (wallPiece.gameObject.activeSelf)
                {
                    wallPiece.SetWallSprite(WallPieceDisplayMode.Visible);
                }
                else
                {
                    //find the corresponding wall piece in the other room and activate that
                    List <WallPiece> overlappingOtherRoomWallPieces = new List <WallPiece>();
                    for (int j = 0; j < room.AdjacentRooms.Count; j++)
                    {
                        overlappingOtherRoomWallPieces.AddRange(room.AdjacentRooms[j].WallPieces.Where(otherWallPiece => otherWallPiece.transform.position == wallPiece.transform.position).ToList());
                    }
                    for (int k = 0; k < overlappingOtherRoomWallPieces.Count; k++)
                    {
                        WallPiece overlappingOtherRoomWallPiece = overlappingOtherRoomWallPieces[k];
                        if (wallPiece.transform.position.x == 30 && wallPiece.transform.position.y == 0)
                        {
                            Logger.Log("RAISE wall pieces for {0}, {1}", wallPiece.transform.position.x, wallPiece.transform.position.y);
                            Logger.Log("wallPiece type {0}", wallPiece.WallPieceType);
                            Logger.Log("overlappingOtherRoomWallPiece type {0}", overlappingOtherRoomWallPiece.WallPieceType);
                        }
                        if (overlappingOtherRoomWallPiece.gameObject.activeSelf)
                        {
                            if (wallPiece.WallPieceType == WallPieceType.DownLeft)
                            {
                                if (overlappingOtherRoomWallPiece.WallPieceType == WallPieceType.UpLeft)
                                {
                                    if (overlappingOtherRoomWallPiece.Room.CharactersInRoom.Count > 0)
                                    {
                                        continue;
                                    }
                                    WallPiece downRightWallPiece = overlappingOtherRoomWallPieces.FirstOrDefault(overlappingWallPiece => overlappingWallPiece.WallPieceType == WallPieceType.DownRight);
                                    if (downRightWallPiece && downRightWallPiece.Room.CharactersInRoom.Count > 0)
                                    {
                                        continue;
                                    }
                                }
                            }
                            if (wallPiece.WallPieceType == WallPieceType.DownRight)
                            {
                                if (overlappingOtherRoomWallPiece.WallPieceType == WallPieceType.UpRight)
                                {
                                    if (overlappingOtherRoomWallPiece.Room.CharactersInRoom.Count > 0)
                                    {
                                        continue;
                                    }
                                    WallPiece downLeftWallPiece = overlappingOtherRoomWallPieces.FirstOrDefault(overlappingWallPiece => overlappingWallPiece.WallPieceType == WallPieceType.DownLeft);
                                    if (downLeftWallPiece && downLeftWallPiece.Room.CharactersInRoom.Count > 0)
                                    {
                                        continue;
                                    }
                                }
                            }
                            overlappingOtherRoomWallPiece.SetWallSprite(WallPieceDisplayMode.Visible);
                        }
                    }
                }
            }

            List <BuildingTile> overlappingTileClusters = edgeTileClustersWithOverlap.Where(edgeTile => (edgeTile.StartingPoint == new Vector2(wallPiece.transform.position.x, wallPiece.transform.position.y))).ToList();

            if (overlappingTileClusters.Count == 0)
            {
                continue;
            }

            BuildingTile overlappingTile = overlappingTileClusters[0]; // take any tile, because the starting positions should be the same

            List <WallPiece> overlappingWallPieces = new List <WallPiece>();
            for (int k = 0; k < overlappingTile.BuildingTileRooms.Count; k++)
            {
                Room otherRoom = overlappingTile.BuildingTileRooms[k];
                if (otherRoom == room)
                {
                    continue;
                }
                overlappingWallPieces.AddRange(Room.GetWallpiecesByAnyBuildingTile(overlappingTile.StartingPoint, otherRoom));
            }

            for (int j = 0; j < overlappingWallPieces.Count; j++)
            {
                WallPiece overlappingWallPiece = overlappingWallPieces[j];
                if (overlappingWallPiece == wallPiece)
                {
                    continue;
                }

                // it is a corner, intersecting downleft in a corner to the right
                if (wallPiece.WallPieceType == WallPieceType.DownLeft)
                {
                    //Logger.Warning("we found the common tile!!  {0},{1}. Make it visible DownLeft", wallPiece.transform.position.x, wallPiece.transform.position.y);
                    if ((overlappingWallPiece.WallPieceType == WallPieceType.DownRight) &&
                        overlappingWallPiece.Room.CharactersInRoom.Count == 0
                        )
                    {
                        //get wall pieces from 1 tile up right. Check if there is a DownRight wallpiece which more than 1 person in the room. If so, continuel
                        Room corneringRoom = RoomManager.Rooms.FirstOrDefault(r => r.RoomCorners[Direction.Down].x == wallPiece.transform.position.x && r.RoomCorners[Direction.Down].y == wallPiece.transform.position.y);
                        if (corneringRoom && corneringRoom.CharactersInRoom.Count > 0)
                        {
                            continue;
                        }

                        RaiseWallPiece(new Vector2(wallPiece.transform.position.x + 5, wallPiece.transform.position.y + 2.5f), room);
                        RaiseWallPiece(new Vector2(wallPiece.transform.position.x + 10, wallPiece.transform.position.y + 5f), room);
                    }
                }
                if (wallPiece.WallPieceType == WallPieceType.UpLeft)
                {
                    if ((overlappingWallPiece.WallPieceType == WallPieceType.DownRight) &&
                        overlappingWallPiece.Room.CharactersInRoom.Count == 0
                        )
                    {
                        WallPiece downRightWallPiece = overlappingWallPieces.FirstOrDefault(
                            w => w.WallPieceType == WallPieceType.DownRight &&
                            w.Room.Id != overlappingWallPiece.Room.Id);
                        if (downRightWallPiece && downRightWallPiece.Room.CharactersInRoom.Count > 0)
                        {
                            continue;
                        }

                        Room corneringRoom = RoomManager.Rooms.FirstOrDefault(r => r.RoomCorners[Direction.Down].x == wallPiece.transform.position.x && r.RoomCorners[Direction.Down].y == wallPiece.transform.position.y);
                        if (corneringRoom && corneringRoom.CharactersInRoom.Count > 0)
                        {
                            continue;
                        }

                        wallPiece.SetWallSprite(WallPieceDisplayMode.Visible);
                        RaiseWallPiece(new Vector2(wallPiece.transform.position.x + 5, wallPiece.transform.position.y + 2.5f), room);
                        RaiseWallPiece(new Vector2(wallPiece.transform.position.x + 10, wallPiece.transform.position.y + 5f), room);

                        //if there is no cornering piece of type UpRight at same location
                        if (!room.WallPieces.Any(piece => piece.transform.position == wallPiece.transform.position && piece.WallPieceType == WallPieceType.UpRight))
                        {
                            RaiseWallPiece(new Vector2(wallPiece.transform.position.x + 5, wallPiece.transform.position.y - 2.5f), room);
                            RaiseWallPiece(new Vector2(wallPiece.transform.position.x + 10, wallPiece.transform.position.y - 5f), room);
                        }
                    }
                }
            }
        }
    }
    public static void LowerWallPiece(Vector2 overlapPosition, Room thisRoom, Room otherRoom)
    {
        List <WallPiece> overlappingWallPiecesThisRoom  = Room.GetWallpiecesByAnyBuildingTile(overlapPosition, thisRoom);
        List <WallPiece> overlappingWallPiecesOtherRoom = Room.GetWallpiecesByAnyBuildingTile(overlapPosition, otherRoom);

        for (int i = 0; i < overlappingWallPiecesThisRoom.Count; i++)
        {
            WallPiece overlappingWallPieceThisRoom = overlappingWallPiecesThisRoom[i];
            for (int j = 0; j < overlappingWallPiecesOtherRoom.Count; j++)
            {
                WallPiece overlappingWallPieceOtherRoom = overlappingWallPiecesOtherRoom[j];

                if (overlappingWallPieceOtherRoom && overlappingWallPieceThisRoom)
                {
                    if ((overlappingWallPieceOtherRoom.WallPieceType == WallPieceType.DownRight) &&
                        overlappingWallPieceThisRoom.WallPieceType == WallPieceType.UpLeft)
                    {
                        if (otherRoom.CharactersInRoom.Count < 1)
                        {
                            continue;
                        }
                        if (!overlappingWallPieceThisRoom.gameObject.activeSelf)
                        {
                            continue;
                        }
                        overlappingWallPieceThisRoom.SetWallSprite(WallPieceDisplayMode.Transparent);
                    }

                    if ((overlappingWallPieceThisRoom.WallPieceType == WallPieceType.DownRight) &&
                        overlappingWallPieceOtherRoom.WallPieceType == WallPieceType.UpLeft)
                    {
                        if (thisRoom.CharactersInRoom.Count < 1)
                        {
                            continue;
                        }
                        if (!overlappingWallPieceOtherRoom.gameObject.activeSelf)
                        {
                            continue;
                        }
                        overlappingWallPieceOtherRoom.SetWallSprite(WallPieceDisplayMode.Transparent);
                    }

                    if ((overlappingWallPieceOtherRoom.WallPieceType == WallPieceType.DownLeft) &&
                        overlappingWallPieceThisRoom.WallPieceType == WallPieceType.UpRight)
                    {
                        if (otherRoom.CharactersInRoom.Count < 1)
                        {
                            continue;
                        }
                        if (!overlappingWallPieceThisRoom.gameObject.activeSelf)
                        {
                            continue;
                        }
                        overlappingWallPieceThisRoom.SetWallSprite(WallPieceDisplayMode.Transparent);
                    }

                    if ((overlappingWallPieceThisRoom.WallPieceType == WallPieceType.DownLeft) &&
                        overlappingWallPieceOtherRoom.WallPieceType == WallPieceType.UpRight)
                    {
                        if (thisRoom.CharactersInRoom.Count < 1)
                        {
                            continue;
                        }
                        if (!overlappingWallPieceOtherRoom.gameObject.activeSelf)
                        {
                            continue;
                        }
                        overlappingWallPieceOtherRoom.SetWallSprite(WallPieceDisplayMode.Transparent);
                    }
                }
            }
        }
    }
Example #6
0
    // Make sure that wall pieces of all room prefabs are on the correct location. Because if they are not lining up, it can break the wall visibility.
    public void ConfirmWallPiecesAlign()
    {
        Console.Instance.PrintToReportText("\n-----------------------------------------\n");
        Console.Instance.PrintToReportText("Starting alignment analysis of wallpieces\n");

        GameObject testRoomContainer = GameObject.Instantiate(new GameObject());
        int        problemCount      = 0;

        foreach (KeyValuePair <RoomName, Dictionary <ObjectRotation, GameObject> > prefabGroup in BuilderManager.Instance.RegisteredRoomPrefabs)
        {
            RoomName   roomName = prefabGroup.Key;
            GameObject prefabGO = prefabGroup.Value[ObjectRotation.Rotation0];
            GameObject roomGO   = GameObject.Instantiate(prefabGO, testRoomContainer.transform);

            Room room = roomGO.GetComponent <Room>();
            for (int i = 0; i < room.WallPieces.Count; i++)
            {
                WallPiece wallPiece = room.WallPieces[i];

                float xPosition = wallPiece.transform.position.x;
                float yPosition = wallPiece.transform.position.y;
                // check position
                if (xPosition % 5 != 0 || yPosition % 2.5f != 0)
                {
                    string printLine = "The wall piece <b>" + wallPiece.name + "</b> in room <b>" + room.name + "</b> is not aligned with the grid. Its coordinates are " + xPosition + "," + yPosition + "\n";

                    if (xPosition % 5 != 0)
                    {
                        printLine += "<color=red>  - wallPiece.transform.position.x % 5 = " + (xPosition % 5 + "</color>\n");
                    }
                    else
                    {
                        printLine += "  - wallPiece.transform.position.x % 5 = " + (xPosition % 5 + "\n");
                    }

                    if (yPosition % 5 != 0)
                    {
                        printLine += "<color=red>  - wallPiece.transform.position.y % 2.5f = " + (yPosition % 2.5f + "</color>\n");
                    }
                    else
                    {
                        printLine += "  - wallPiece.transform.position.y % 2.5f = " + (yPosition % 2.5f + "\n");
                    }

                    Console.Instance.PrintToReportText(printLine);
                }
            }
        }

        Console.Instance.PrintToReportText("-----------------------------------------\n");

        if (problemCount > 0)
        {
            Console.Instance.PrintToReportText("\nFinished analysis. <color=red>There were " + problemCount + " problems.</color>\n");
        }
        else
        {
            Console.Instance.PrintToReportText("\nFinished analysis. <color=green>All wall pieces are aligned correctly!</color>\n");
        }

        GameObject.Destroy(testRoomContainer);
    }