private void WallsTest() { var walls = new Walls(); walls.AddWallData(WallData.CreateCurved(-2f, -2f, -4f, -0f, -2, 2, 0.3f, 2f)); walls.AddWallData( WallData.CreateStreight(-2f, 2f, 0f, 2f, 0.4f, 2f, null, WidthChangeType.Type2)); walls.AddWallData(WallData.CreateStreight(0f, 2f, 2f, 2f, 0.1f, 1f)); walls.AddWallData(WallData.CreateStreight(2f, 2f, 2f, -2f, 0.2f, 2f)); walls.AddWallData(WallData.CreateStreight(2f, -2f, -2f, -2f, 0.5f, 2f)); // var walls = new Dictionary<Vector2, List<WallData>> (); /* var walls = new[] * { * // BaseWallData.CreateStreight (new Vector2 (-2, -2), new Vector2 (-2, 2), 0.2f, 2f), * WallData.CreateCurved (new Vector2 (-2, -2), new Vector2 (-4, -0), new Vector2 (-2, 2), 0.3f, 2f), * WallData.CreateStreight (new Vector2 (-2, 2), new Vector2 (0, 2), 0.4f, 2f, null, WidthChangeType.Type2), * WallData.CreateStreight (new Vector2 (0, 2), new Vector2 (2, 2), 0.1f, 1f), * WallData.CreateStreight (new Vector2 (2, 2), new Vector2 (2, -2), 0.2f, 2f), * WallData.CreateStreight (new Vector2 (2, -2), new Vector2 (-2, -2), 0.5f, 2f) * };*/ /* var walls = new[] * { * WallData.CreateStreight (new Vector2 (0, -2), new Vector2 (-2, 0), 0.2f, 2f), * WallData.CreateStreight (new Vector2 (-2, 0), new Vector2 (0, 2), 0.2f, 2f), * WallData.CreateStreight (new Vector2 (0, 2), new Vector2 (2, 0), 0.2f, 2f), * WallData.CreateStreight (new Vector2 (2, 0), new Vector2 (0, -2), 0.2f, 2f) * };*/ /* var wallsCount = walls.Count; * for (int i = 0; i < wallsCount; i++) { * var prevIndex = (i - 1 + wallsCount) % wallsCount; * var nextIndex = (i + 1) % wallsCount; * * var meshes = WallMeshesGenerator.GetWallMeshes (walls[prevIndex], walls[i], walls[nextIndex]); * var parent = new GameObject ($"Wall {i}").transform; * for (int j = 0; j < meshes.Length; j++) { * var mesh = meshes[j]; * MeshGenerator * .CreateGameObject (mesh.name, mesh) * .transform * .SetParent (parent, false); * } * }*/ }
private void RoomsFinderTest() { var walls = new Walls(); walls.AddWallData(WallData.CreateStreight(1f, 2f, 0f, 3f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(0f, 2f, 0f, 3f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(1f, 1f, 0.5f, 0.5f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(0f, 0f, 0f, 2f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(0f, 2f, 1f, 2f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(1f, 2f, 1f, 3f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(1f, 3f, 4f, 3f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(4f, 3f, 2f, 2f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(2f, 2f, 1f, 2f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(2f, 2f, 2f, 0f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(2f, 0f, 0f, 0f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(1f, 2f, 1f, 1f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(2f, 0f, 1.5f, 0.5f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(1.5f, 0.5f, 1.5f, 1f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(1.5f, 1f, 1f, 1f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(10f, 10f, 10f, 15f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(10f, 15f, 15f, 15f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(15f, 15f, 15f, 10f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(15f, 10f, 10f, 10f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(11f, 11f, 11f, 13f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(11f, 13f, 13f, 13f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(13f, 13f, 13f, 11f, 0.1f, 2f)); walls.AddWallData(WallData.CreateStreight(13f, 11f, 11f, 11f, 0.1f, 2f)); /* walls.AddWallData (WallData.CreateStreight (0f, 0f, 0f, 2f, 0.1f, 2f)); * walls.AddWallData (WallData.CreateStreight (0f, 2f, 2f, 2f, 0.1f, 2f)); * walls.AddWallData (WallData.CreateStreight (2f, 2f, 2f, 0f, 0.1f, 2f)); * walls.AddWallData (WallData.CreateStreight (0f, 0f, 2f, 0f, 0.1f, 2f));*/ /* walls.AddWallData (WallData.CreateStreight (2f, 2f, 3f, 2f, 0.1f, 2f)); * walls.AddWallData (WallData.CreateStreight (3f, 2f, 3f, 0f, 0.1f, 2f)); * walls.AddWallData (WallData.CreateStreight (3f, 0f, 2f, 0f, 0.1f, 2f));*/ RoomMeshesGenerator.CreateRoomMeshes(walls); }