/// <summary> /// Tries to move actor based on command. /// </summary> /// <param name="_actor">Actor to move</param> /// <param name="_command">Command to execute</param> /// <returns>Success or fail</returns> public bool TryCommand(Actor _actor, Commands _command) { if (_actor == null) { return(false); } TilePosition desiredPosition = BoardMethod.GetTileFromCommand(_actor, _command); if (!BoardMethod.isPositionEmpty(desiredPosition)) { Debug.Log(_actor.actorName + " Desired position isn't empty"); Actor _actorInPosition = BoardMethod.GetActorInPosition(desiredPosition); if (_actorInPosition != null) { _actor.Attack(_actorInPosition); return(true); } return(false); } _actor.currentPosition = desiredPosition; Debug.Log(_actor.actorName + " command is valid, let's try moving"); Vector3 _newTilePosition = mapTiles[desiredPosition.x, desiredPosition.y].transform.position; _actor.transform.DOMove(_newTilePosition, 0.25f).SetEase(Ease.OutBack); return(true); }
/// <summary> /// Sets up the outer walls and floor (background) of the game board. /// </summary> public IEnumerator DOBoardSetup() { boardReady = false; GameManager.ResetAll(); //Set our map/maptiles array size. map = new TType[rows + 1, columns + 1]; mapTiles = new Tile[rows + 1, columns + 1]; //Go over each spot on the array and make them all walls. for (int y = 0; y < map.GetLength(1); y++) { for (int x = 0; x < map.GetLength(0); x++) { map[x, y] = TType.Wall; } } //Go over the whole map and spawn tiles, and assign the tile values based on the map. for (int x = 0; x < map.GetLength(0); x++) { for (int y = 0; y < map.GetLength(1); y++) { Tile _tileref = testTile.Spawn(); mapTiles[x, y] = _tileref; _tileref.tilePosition = new TilePosition(x, y); _tileref.transform.position = new Vector3((Mathf.Floor(rows / 2) * tileSize) - (x * tileSize), (Mathf.Floor(columns / 2) * tileSize) - (y * tileSize), 0); PaintTile(x, y); _tileref.gameObject.name = "Tile " + x + "/" + y; _tileref.transform.SetParent(transform); } } yield return(null); //Get a random position to start our tunneler. TilePosition centerPos = new TilePosition(Mathf.FloorToInt(map.GetLength(0) * 0.5f), Mathf.FloorToInt(map.GetLength(1) * 0.5f)); List <TilePosition> aroundCenterPos = BoardMethod.GetTilesAroundTile(centerPos, 4, TType.Wall); TilePosition tunnelerPos = aroundCenterPos[Random.RandomRange(0, aroundCenterPos.Count)]; int amountToDig = Mathf.FloorToInt((map.GetLength(0) - 2) * (map.GetLength(1) - 2) * digTilePct); yield return(null); Commands tunnelerCommand = (Commands)Random.Range(1, 5); while (amountToDig > 0) { yield return(null); if (BoardMethod.getTileType(tunnelerPos.x, tunnelerPos.y) == TType.Wall) { float roomChance = 0.05f; if (BoardMethod.CountTilesAlignedAroundTile(tunnelerPos, 3, TType.Floor) == 2) { roomChance = 0.55f; } if (Random.value < roomChance) { var tilesAllAround = BoardMethod.GetTilesAroundTile(tunnelerPos, 1, TType.Wall); amountToDig -= 3; foreach (TilePosition _tilePosition in tilesAllAround) { TurnToFloor(_tilePosition); } } else { amountToDig--; TurnToFloor(tunnelerPos); } } TilePosition possibleTunnelerPos = BoardMethod.GetTileFromCommand(tunnelerPos, tunnelerCommand); if (BoardMethod.isPositionValid(possibleTunnelerPos)) { tunnelerPos = possibleTunnelerPos; } else { tunnelerCommand = Random.value < 0.5 ? BoardMethod.GetNextCommand(tunnelerCommand) : BoardMethod.GetPrevCommand(tunnelerCommand); } if (Random.value < 0.25f) { tunnelerCommand = Random.value < 0.5 ? BoardMethod.GetNextCommand(tunnelerCommand) : BoardMethod.GetPrevCommand(tunnelerCommand); } } boardReady = true; for (int i = 0; i < 3; i++) { GameManager.get.SpawnEnemy(); } }