Exemple #1
0
    public bool CheckRoomSize(LastPoint _point, Dungeon _currentDungeon, Dungeon _nextDungeon)
    {
        RaycastHit[] hit;
        hit = Physics.BoxCastAll((_point.point.position + Vector3.up * _nextDungeon.size.y * 0.5f) + _point.ConvertVector3(), _nextDungeon.size * 0.5f, _point.ConvertVector3(),
                                 Quaternion.identity, _nextDungeon.GetSize(_point.direction) * 0.5f, LayerMask.GetMask("Room"));


        int cnt = 0;

        for (int i = 0; i < hit.Length; i++)
        {
            if (hit[i].collider.gameObject.GetComponent <Dungeon>() != _currentDungeon && hit[i].collider.gameObject.GetComponent <Dungeon>() != _nextDungeon)
            {
                ++cnt;
            }
        }


        //print("hit = " + cnt);

        if (cnt == 0)
        {
            return(false);
        }
        else
        {
            return(true);
        }

        //return Physics.BoxCast((_point.point.position + Vector3.up * _nextDungeon.size.y * 0.5f), _nextDungeon.size, _point.ConvertVector3(),
        //     Quaternion.identity, _currentDungeon.GetSize(_point.direction), LayerMask.GetMask("Room"));
    }
Exemple #2
0
    IEnumerator MakeDungeon(bool isFirst)
    {
        isMakeRun = true;
        bool       isEnd = true;
        bool       isFail = false;
        int        cnt = 0, infinityLoopCheck = 0, totalCnt = 0;
        GameObject map;

        while (isEnd)
        {
RETRY:

            dungeonPointIndexList.Clear();
            ++infinityLoopCheck;

            if (infinityLoopCheck > 100)
            {
                isEnd = false;
                print("경우의 수가 존재하지 않습니다. 루프를 중지합니다.");
                if (totalCnt == 0)
                {
                    print("방이 하나도 생성되지 못합니다.");
                }
                break;
            }

            isFail   = false;
            map      = Instantiate(dungeonList[Random.Range(0, dungeonList.Count)]);
            map.name = "Room" + totalCnt;
            map.SetActive(false);

            if (currentDungeon != null)
            {
                int       index     = 0;
                int       loopCnt   = 0;
                LastPoint lastPoint = null;
                do
                {
                    if (loopCnt > 0)
                    {
                        dungeonPointIndexList.Add(index);
                    }

                    if (loopCnt > currentDungeon.lastPointList.Count)
                    {
                        if (stackDungeon.Count > 1)
                        {
                            stackDungeon.Remove(currentDungeon);
                            Destroy(currentDungeon.gameObject);
                            currentDungeon = stackDungeon[stackDungeon.Count - 1];
                            currentMap     = currentDungeon.gameObject;
                            dungeonPointIndexList.Clear();
                            --cnt;
                            loopCnt = 0;
                        }
                        else
                        {
                            isFail = true;
                            break;
                        }
                    }
                    index     = Random.Range(0, currentDungeon.lastPointList.Count);
                    lastPoint = currentDungeon.lastPointList[index];
                    ++loopCnt;
                } while (CheckLastPoint(index, lastPoint, currentDungeon, map.GetComponent <Dungeon>())); //


                if (!map.GetComponent <Dungeon>().isAlreadyDir(lastPoint.direction) || isFail)
                {
                    Destroy(map);
                    goto RETRY;
                }

                if (isEnd)
                {
                    map.transform.position = currentMap.transform.position + lastPoint.ConvertVector3() * (currentDungeon.GetSize(lastPoint.direction) * 0.5f + map.GetComponent <Dungeon>().GetSize(lastPoint.direction) * 0.5f);
                    map.GetComponent <Dungeon>().FindLastPointAndRemove(lastPoint.direction);
                    lastPoint.Remove();

                    queueDir.Add(lastPoint.direction);

                    if (queueDir.Count > 0)
                    {
                        queueDir.RemoveAt(0);
                    }
                }
            }

            if (isEnd)
            {
                currentDungeon = map.GetComponent <Dungeon>();
                currentMap     = map;
                stackDungeon.Add(currentDungeon);
            }

            ++cnt;
            ++totalCnt;
            infinityLoopCheck = 0;
            map.SetActive(true);

            if (cnt > maxRooms - 1)
            {
                isEnd = false;
                print("is all made");
            }

            yield return(new WaitForFixedUpdate());
        }

        stackDungeon.Clear();

        if (isFirst)
        {
            PlayGame();
        }


        isMakeRun = false;
    }