Example #1
0
        private static void TryWallIn(Dungeon dungeon, DungeonRoom room, DungeonTheme theme, int2 key, BuilderDirection direction)
        {
            var value = dungeon.ValueMap[key];

            if (value.Theme != theme)
            {
                return;
            }

            var adjacentKey = GetAdjacentKey(dungeon, key, direction);

            if (dungeon.ValueMap.ContainsKey(adjacentKey) == false)
            {
                var tile = new Dungeon.MapValue
                {
                    Theme = theme,
                    Index = DungeonTile.Index.Wall,
                    Room  = room,
                };
                dungeon.ValueMap.Add(adjacentKey, tile);
                room.ValueMap.Add(adjacentKey, value);
            }

            var adjacent = dungeon.ValueMap[adjacentKey];

            if (adjacent.Theme != theme)
            {
                // If we're at a forest tile and the adjacent tile is already a wall, we don't always want to place a forest wall tile.
                if (adjacent.Index == DungeonTile.Index.Wall && value.Theme == DungeonTheme.Forest)
                {
                    if (Random.value < 0.4f)
                    {
                        dungeon.ValueMap[key].Index = DungeonTile.Index.Wall;
                    }
                }
                else
                {
                    dungeon.ValueMap[key].Index = DungeonTile.Index.Wall;
                }

                if (room.ConnectionMap.ContainsKey(key) == false)
                {
                    var adjacentRoom = dungeon.GetRoom(adjacentKey);
                    if (adjacentRoom != null)
                    {
                        room.ConnectionMap.Add(key, new Tuple <int2, DungeonRoom>(
                                                   adjacentKey,
                                                   adjacentRoom));

                        if (adjacentRoom.ConnectionMap.ContainsKey(adjacentKey) == false)
                        {
                            adjacentRoom.ConnectionMap.Add(adjacentKey, new Tuple <int2, DungeonRoom>(
                                                               key,
                                                               room));
                        }
                    }
                }
            }
        }
Example #2
0
        private void SetSprite(SpriteRenderer tileView, Dungeon.MapValue value, bool isEdge, bool isBorder)
        {
            Color color;
            var   sprite = _sprites.Find(value.Theme, value.Index, isEdge, isBorder, out color);

            tileView.sprite = sprite;
            tileView.color  = color;
        }
Example #3
0
        private static void TryWallOutTheVoid(Dungeon dungeon, DungeonRoom room, int2 key, Dungeon.MapValue origin, BuilderDirection direction)
        {
            var value = dungeon.ValueMap[key];

            var adjacentKey = GetAdjacentKey(dungeon, key, direction);

            if (dungeon.ValueMap.ContainsKey(adjacentKey) == false)
            {
                var tile = new Dungeon.MapValue
                {
                    Theme = origin.Theme,
                    Index = DungeonTile.Index.Wall,
                    Room  = room,
                };
                dungeon.ValueMap.Add(adjacentKey, tile);
                room.ValueMap.Add(adjacentKey, value);
            }
        }
Example #4
0
        private void AddCircularFloor(Dungeon dungeon)
        {
            var halfWidth  = _meta.Width / 2;
            var halfHeight = _meta.Height / 2;

            for (var dx = -halfWidth; dx <= halfWidth; dx++)
            {
                for (var dy = -halfHeight; dy <= halfHeight; dy++)
                {
                    var x   = _meta.CenterX + dx;
                    var y   = _meta.CenterY + dy;
                    var key = new int2(x, y);

                    if (dungeon.ValueMap.ContainsKey(key))
                    {
                        var tile = dungeon.ValueMap[key];
                        if (tile.Index != DungeonTile.Index.Wall)
                        {
                            tile.Theme = _meta.Theme;
                            tile.Index = DungeonTile.Index.Floor;
                            if (tile.Room != this)
                            {
                                tile.Room.ValueMap.Remove(key);
                                tile.Room = this;
                                tile.Room.ValueMap.Add(key, tile);
                            }
                        }
                    }
                    else
                    {
                        var tile = new Dungeon.MapValue
                        {
                            Theme = _meta.Theme,
                            Index = DungeonTile.Index.Floor,
                            Room  = this,
                        };

                        dungeon.ValueMap.Add(key, tile);
                        ValueMap.Add(key, tile);
                    }
                }
            }
        }