public void GenerateSubset(Vector2 position, int level) { ABLevel generateSubset = LevelList.Instance.GetLevel(level); LevelSimulator.GenerateSubset(generateSubset, position.x, position.y); // countTNT = generateSubset.tnts.Count; }
/// <summary> /// ABLG!! /// Functions for Generating Levels /// </summary> public void GenerateSubset(Vector2 position, int tag, int level) { ABLevel generateSubset = LevelList.Instance.GetLevel(level); LevelSimulator.GenerateSubset(generateSubset, tag, position.x, position.y); // Debug.Log ("pos : " + position.ToString () + ", trigger : " + generateSubset.triggerX.ToString () + generateSubset.triggerY.ToString ()); // countTNT = generateSubset.tnts.Count; }
/// <summary> /// ABLG!! /// Functions for Generating Levels /// </summary> public void GenerateLevel() { /// Generate Level if (LevelSimulator.generateLevel) { int round = UnityEngine.Random.Range(2, 3); for (int i = 0; i < round; i++) { //Random subset for generate level int selectedLevel = UnityEngine.Random.Range(0, LevelList.Instance.GetAllLevel().Length / 2); ABLevel nextLevelSubset = LevelList.Instance.GetLevel(selectedLevel); LevelSimulator.ChangeSubsetPosition(nextLevelSubset, UnityEngine.Random.Range(4f, 6f), UnityEngine.Random.Range(-3f, 2f)); LevelSimulator.GenerateSubset(nextLevelSubset, nextLevelSubset.triggerX, nextLevelSubset.triggerY); } //Save generate level on scene to xml _levelLoader.SaveLevelOnScene(); } }
public void SwitchSubsetAndLevel() { if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name != "GameWorld") { if (!LevelSimulator.generateLevel) { DeleteSubsetFiles(); if (parameters.Count == 0) { StreamReader sr = new StreamReader(System.Environment.CurrentDirectory + "/parameters.txt", true); string temp = sr.ReadToEnd(); parameters = new List <string> (temp.Split('\n')); sr.Close(); } StreamWriter sw = new StreamWriter(Application.streamingAssetsPath + "/Subsets/parameters.txt", true); sw.WriteLine(parameters [0]); sw.WriteLine(parameters [1]); sw.WriteLine(parameters [2]); sw.Close(); lvlNumberToGenerate = int.Parse(parameters [0]); pigRange = System.Array.ConvertAll(parameters [2].Split(','), int.Parse); parameters.RemoveRange(0, 3); LevelSimulator.RunSubsetGenerator(); LoadNextScene("LevelSelectMenu", false, null); } else { LoadNextScene("LevelSelectMenu", false, null); } } }
// Use this for initialization void Start() { _pigs = new List <ABPig>(); _birds = new List <ABBird>(); _birdTrajectory = new List <ABParticle>(); _levelCleared = false; CurrentLevel = LevelList.Instance.GetCurrentLevel(); _levelLoader = new LevelLoader(); trajectory = new List <ObjTrack>(); // subsetList = new Dictionary<int,SubsetInfo> (); if (!_isSimulation) { GetComponent <AudioSource>().PlayOneShot(_clips[0]); GetComponent <AudioSource>().PlayOneShot(_clips[1]); } // If there are objects in the scene, use them to play if (_blocksTransform.childCount > 0 || _birdsTransform.childCount > 0) { foreach (Transform bird in _birdsTransform) { AddBird(bird.GetComponent <ABBird>()); } foreach (Transform block in _blocksTransform) { ABPig pig = block.GetComponent <ABPig>(); if (pig != null) { _pigs.Add(pig); } } } else { // ABLevel currentLevel = LevelList.Instance.GetCurrentLevel(); //ABLG!! //Randomize first subset position if (LevelSimulator.generateLevel) { // LevelSimulator.ChangeSubsetPosition (currentLevel, UnityEngine.Random.Range (-2f, 2f), UnityEngine.Random.Range (-1f, 2f)); Vector2 temp = new Vector2(-4f, 1f); LevelSimulator.ChangeSubsetPosition(CurrentLevel, temp.x, temp.y); AddSubsetIntoList(0, CurrentLevel, temp); } // if (CurrentLevel != null) { DecodeLevel(CurrentLevel); AdaptCameraWidthToLevel(); _levelTimesTried = 0; _slingshotBaseTransform = GameObject.Find("slingshot_base").transform; } } if (_isSimulation) { Time.timeScale = 2; } }
// Use this for initialization void Start() { _pigs = new List <ABPig>(); _birds = new List <ABBird>(); _birdTrajectory = new List <ABParticle>(); _levelLoader = new LevelLoader(); _levelCleared = false; CurrentLevel = LevelList.Instance.GetCurrentLevel(); levelLoader = new LevelLoader(); positions = new List <Vector2>(); positionSubsets = new List <Vector2>(); levelSubsets = new List <int>(); groundIndex = new List <int>(); if (!_isSimulation) { GetComponent <AudioSource>().PlayOneShot(_clips[0]); GetComponent <AudioSource>().PlayOneShot(_clips[1]); } // If there are objects in the scene, use them to play if (_blocksTransform.childCount > 0 || _birdsTransform.childCount > 0) { foreach (Transform bird in _birdsTransform) { AddBird(bird.GetComponent <ABBird>()); } foreach (Transform block in _blocksTransform) { ABPig pig = block.GetComponent <ABPig>(); if (pig != null) { _pigs.Add(pig); } } } else { ABLevel currentLevel = LevelList.Instance.GetCurrentLevel(); //ABLG!! //Randomize first subset position if (LevelSimulator.generateLevel) { LevelSimulator.ChangeSubsetPosition(currentLevel, UnityEngine.Random.Range(-2, 2), UnityEngine.Random.Range(-3, 2)); } // if (currentLevel != null) { DecodeLevel(currentLevel); //ABLG!! //generateLevel if (LevelSimulator.generateLevel) { GenerateLevel(); } // AdaptCameraWidthToLevel(); _levelTimesTried = 0; _slingshotBaseTransform = GameObject.Find("slingshot_base").transform; } } if (_isSimulation) { Time.timeScale = 100; } }
private LevelSimulator NewSubjectUnderTest() { var simulator = new LevelSimulator(ComponentManagerFactory); return simulator; }