Example #1
0
        public static void Circle(int _startAmount, int _middleAmount)
        {
            Vector2Int        startPoint   = new Vector2Int(DungeonUtility.GetBuildPoint().x, DungeonUtility.GetBuildPoint().y);
            List <Vector2Int> CirclePoints = new List <Vector2Int>();

            CircleRightSide(CirclePoints, _startAmount, startPoint, _middleAmount);
            CircleLeftSide(CirclePoints, startPoint, _middleAmount);
        }
Example #2
0
 public static void Square()
 {
     for (int i = 0; i < WallGen.GetWallDimensions().x + 1; ++i)
     {
         for (int a = 0; a < WallGen.GetWallDimensions().y; ++a)
         {
             Vector2Int pos = new Vector2Int(DungeonUtility.GetBuildPoint().x + i, DungeonUtility.GetBuildPoint().y + a);
             AddToFloorTilePositions(pos);
         }
     }
 }
Example #3
0
        public static void TShape(int _stemWidth, int _stemHeight, int _roomLength, int _roomHeight, int _directionIndex)
        {
            for (int i = 0; i < _stemWidth + 1; ++i)
            {
                for (int a = 0; a < _stemHeight; ++a)
                {
                    Vector2Int pos = new Vector2Int(DungeonUtility.GetBuildPoint().x + i, DungeonUtility.GetBuildPoint().y + a);
                    AddToFloorTilePositions(pos);
                }
            }
            for (int i = 0; i < _roomLength + 1; ++i)
            {
                for (int a = 0; a < _roomHeight; ++a)
                {
                    switch (_directionIndex)
                    {
                    case 0:    //Right
                        Vector2Int pos = ShapeDirectionVector(_stemWidth + i, ((_stemHeight - _roomHeight) / 2) + a);
                        AddToFloorTilePositions(pos);
                        break;

                    case 1:    //Left
                        Vector2Int pos2 = ShapeDirectionVector((_stemWidth - _roomHeight) / 2 - i, ((_stemHeight - _roomHeight) / 2) + a);
                        AddToFloorTilePositions(pos2);
                        break;

                    case 2:    //Up
                        Vector2Int pos3  = ShapeDirectionVector(_stemWidth / 2 - i, _stemHeight + a);
                        Vector2Int pos3a = ShapeDirectionVector(_stemWidth / 2 + i, _stemHeight + a);
                        AddToFloorTilePositions(pos3);
                        AddToFloorTilePositions(pos3a);
                        break;

                    case 3:    //Down
                        Vector2Int pos4  = ShapeDirectionVector(_stemWidth / 2 - i, a);
                        Vector2Int pos4a = ShapeDirectionVector(_stemWidth / 2 + i, a);
                        AddToFloorTilePositions(pos4);
                        AddToFloorTilePositions(pos4a);
                        break;
                    }
                }
            }
        }
Example #4
0
        static Vector2Int ShapeDirectionVector(int _roomLength, int _roomHeight)
        {
            Vector2Int pos = new Vector2Int(DungeonUtility.GetBuildPoint().x + _roomLength, DungeonUtility.GetBuildPoint().y + _roomHeight);

            return(pos);
        }