Exemple #1
0
    // Use this for initialization
    IEnumerator Start()
    {
        level       = new LevelStructure();
        floatingSec = level.FloatingSec;
        waitSec     = level.WaitSec;
        InitAnimals();

        ApplicationModel.correctCardOrder = new string[level.AnimalsToOrderCount];
        var rnd = new System.Random();

        for (int i = 0; i <= level.AnimalsToOrderCount - 1; i++)
        {
            animal = shuffledAnimals[rnd.Next(0, 4)];
            ApplicationModel.correctCardOrder[i] = animal.name;

            StartCoroutine(SmoothMove(startPos, new Vector2(canvasCenterX, canvasPosY), animal.rectTransform, floatingSec));
            yield return(new WaitForSeconds(floatingSec + waitSec));

            StartCoroutine(SmoothMove(animal.rectTransform.position, new Vector2(-(animal.rectTransform.rect.width + canvasPosX), canvasPosY), animal.rectTransform, floatingSec));
            yield return(new WaitForSeconds(floatingSec));

            if (i == level.AnimalsToOrderCount - 1)
            {
                LoadOrderingScene();
            }
        }
    }
Exemple #2
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    bool RadiusHitsOtherStructure(LevelStructure structure, float radius)
    {
        // TODO: Can we just make this a constant somewhere?
        Collider[] hitColliders = new Collider[structure.transform.childCount + 2];
        //Debug.Log("RadiusHitsOtherStructures Start: " + hitColliders.Length + " radius: " + radius);

        // How many things do we hit?
        int overlapCount = Physics.OverlapSphereNonAlloc(structure.transform.position, radius, hitColliders);

        //Debug.Log("RadiusHitsOtherStructures: " + overlapCount + structure);

        // Filter out ourselves
        foreach (Collider c in hitColliders)
        {
            if (c == null)
            {
                continue;
            }
            if (ObjectIsDescendant(structure.transform, c.gameObject.transform))
            {
                overlapCount--;
                //Debug.Log("Decrement Child: " + overlapCount + structure);
            }
            else
            {
                //Debug.Log("New object:" + c.gameObject + " " + c.gameObject.transform);
            }
        }

        //Debug.Log("RadiusHitsOtherStructures: " + overlapCount + structure);

        return(overlapCount > 0);
    }
Exemple #3
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    private bool CollidesWithExistingObject(LevelStructure structure)
    {
        //Collider[] hitColliders = Physics.OverlapBox(structure.transform.position, structure.transform.localScale * 1.2);
        Collider myCollider = structure.GetComponent <Collider>();

        Collider[] hitColliders = Physics.OverlapBox(structure.transform.position, myCollider.bounds.extents);

        //Debug.Log("Testing bounds at point " + structure.transform.position + " with local scale " + myCollider.bounds.extents);

        int hitCount = 0;

        for (int i = 0; i < hitColliders.Length; i++)
        {
            Debug.Log("Hit : " + hitColliders[i].name + i);

            if (ObjectIsDescendant(structure.transform, hitColliders[i].gameObject.transform))
            {
                Debug.Log("Not counting descendant collision" + hitColliders[i].name + i);
                continue;
            }

            hitCount++;
        }

        Debug.Log("Total hit : " + hitColliders.Length);
        Debug.Log("Hit count : " + hitCount);
        Debug.Log("My children: (this is getting weird): " + structure.transform.childCount);
        return(hitCount > 0);
    }
 public void TestGenerate()
 {
     if (CurrentGenerated)
     {
         DestroyImmediate(CurrentGenerated.gameObject);
     }
     // TODO: 1.0 should be "InitialGenWeight"
     CurrentGenerated = Generate(1.0f, null);
     CurrentGenerated.transform.position = new Vector3(0, 0, 0); // place at origin
     CurrentGenerated.transform.parent   = transform;
 }
Exemple #5
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    // Find the ballon from this center until it hits another object...
    float CenteredBalloonRadius(LevelStructure structure, int desiredCount = 1)
    {
        Vector3 center         = structure.transform.position;
        float   smallestOneHit = 1;
        float   smallestTwoHit = 1000000;
        float   eps            = 1;

        float radius = 1;

        Collider[] hitColliders = new Collider[desiredCount + 2];

        int bailCount = 1000;

        while (!RadiusHitsOtherStructure(structure, radius))
        {
            smallestOneHit = radius;
            radius        *= 2;

            if (bailCount-- < 1)
            {
                Debug.Log("BAILING IN CENTERED 1!\n");
                break;
            }
        }

        // OK, we just found the first radius where we hit something.
        smallestTwoHit = radius;

        float experiment = (smallestTwoHit + smallestOneHit) / 2;

        // avoid infinite loop in weird... concave... cases? Not sure when this is true, exactly.
        while (smallestTwoHit > (smallestOneHit + eps))
        {
            if (bailCount-- < 1)
            {
                Debug.Log("BAILING IN CENTERED 2!\n");
                break;
            }

            experiment = (smallestTwoHit + smallestOneHit) / 2;

            if (!RadiusHitsOtherStructure(structure, experiment))
            {
                smallestOneHit = experiment;
            }
            else
            {
                smallestTwoHit = experiment;
            }
        }

        return(experiment);
    }
Exemple #6
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    // Use this for initialization
    void Start()
    {
        Debug.Log("World Manager started");
        blockSize = 10;

        playerMonitoring = new Dictionary <int, ClientDetails> ();

        levelStructure = new LevelStructure(mapPattern, blockSize);

        levelStructure.convertToMesh(regionBlank, transform);

        //resourceBrickGenerator(); //Generate resources on start. Potentially use this in future as a way for the server to generate new resources in the world when the current world runs out/low.

        levelStructure.refreshMesh();
    }
Exemple #7
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    public void OnEndDrag(PointerEventData eventData)
    {
        if (ErrorHandler.Error.activeSelf || ErrorHandler.Excellent.activeSelf)
        {
            return;
        }
        if (origParent != parentToReturn)
        {
            clone.transform.SetParent(parentToReturn);
            Destroy(clone.GetComponent <Dragable>());
        }
        else
        {
            Destroy(clone.gameObject);
        }

        clone.GetComponent <CanvasGroup>().blocksRaycasts = true;
        clone.GetComponent <LayoutElement>().ignoreLayout = false;

        LevelStructure level = new LevelStructure();

        if (origParent != parentToReturn && ApplicationModel.orderedAnimalsCount == level.AnimalsToOrderCount)
        {
            if (!CheckAnimalOrder())
            {
                ErrorHandler.Error.SetActive(true);
            }
            else
            {
                ApplicationModel.CurrentLevel++;
                ApplicationModel.CurrentBoneNumber++;

                if (FirebaseAuthHelper.Auth.CurrentUser != null)
                {
                    ApplicationModel.SaveLocalUserData(FirebaseAuthHelper.Auth.CurrentUser.UserId);
                    FirebaseDatabaseHandler.SaveCloudUserData(FirebaseAuthHelper.Auth.CurrentUser.UserId);
                }
                else
                {
                    ApplicationModel.SaveLocalUserData("notRegisteredUser");
                }

                ErrorHandler.Excellent.SetActive(true);
            }
            ApplicationModel.orderedAnimalsCount = 0;
        }
    }
Exemple #8
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    static public bool SphereCastConnects(Transform connectionFrom, Transform connectionTo, float radius)
    {
        LevelStructure fromPlatform = connectionFrom.GetComponentInParent <LevelStructure>();
        LevelStructure toPlatform   = connectionTo.GetComponentInParent <LevelStructure>();

        // Compute the direction:
        Vector3 fromPosition = connectionFrom.position;
        Vector3 toPosition   = connectionTo.position;
        Vector3 direction    = toPosition - fromPosition;

        float newMaxDistance = Math.Min(MaxConnectionDistance, Vector3.Distance(fromPosition, toPosition));

        // Performance: First, see if a raycast works:
        RaycastHit[] results    = new RaycastHit[1];
        Ray          raycastRay = new Ray(fromPosition, direction);

        if (Physics.RaycastNonAlloc(raycastRay, results, newMaxDistance) == 0)
        {
            return(false);
        }
        // And we better have hit the toPlatform
        if (results[0].transform.GetComponentInParent <LevelStructure>() != toPlatform)
        {
            return(false);
        }

        /////////////////////////////////////
        // This is expensive, but is necessary...?
        // Yes. It really does actually eliminate a lot of (bad) cases
        RaycastHit[] hitInfo = Physics.SphereCastAll(fromPosition, radius, direction, newMaxDistance);

        // Analyze the hitinfo to see if we've hit what we want.
        foreach (RaycastHit hit in hitInfo)
        {
            if (!ObjectIsDescendant(fromPlatform.transform, hit.transform) && !ObjectIsDescendant(toPlatform.transform, hit.transform))
            {
                //Debug.Log("From: " + from + " to: " + to + " fails for " + hit);
                return(false);
            }
        }
        // End expensive filtering
        /////////////////////////////////////

        return(true);
    }
Exemple #9
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    void Start()
    {
        SetBlacks();
        SetLang();
        Canvas = GameObject.Find("Canvas");
        UpdateValues();
        TextAsset txt      = (TextAsset)Resources.Load("Levels/" + curCamp + "/" + curLvl, typeof(TextAsset));
        string    settings = txt.text;

        curLevelStruct = JsonUtility.FromJson <LevelStructure>(settings);

        SetEnterExitSettings();
        SetWalls();
        SetLine();
        AddWhiteSquare();
        AddBlackSquare();
        AddNoWay();
        AddTakePoints();
        AddDeleteObject();
    }
Exemple #10
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    private void LoadTheme()
    {
        LevelStructure level = new LevelStructure();

        Background.GetComponent <Image>().sprite  = ThemeCacheClass.BackgroundSprite;
        ExitIcon.GetComponent <Image>().sprite    = ThemeCacheClass.ExitIconSprite;
        Bone.GetComponent <Image>().sprite        = ThemeCacheClass.BoneSprite;
        Bone.GetComponentInChildren <Text>().text = ApplicationModel.CurrentBoneNumber.ToString();
        Header.GetComponent <Image>().sprite      = ThemeCacheClass.HeaderSprite;

        int i = 0;

        foreach (Image image in Animals.GetComponentsInChildren <Image>())
        {
            //First is parent
            if (first)
            {
                first = false;
                continue;
            }

            image.sprite          = ThemeCacheClass.AnimalList[i].Sprite;
            image.gameObject.name = ThemeCacheClass.AnimalList[i].Name;
            i++;
        }

        int k = 0;

        foreach (Image image in OrderCubes.GetComponentsInChildren <Image>(true))
        {
            image.gameObject.SetActive(true);
            image.gameObject.name = ApplicationModel.correctCardOrder[k];
            k++;
            if (k == level.AnimalsToOrderCount)
            {
                break;
            }
        }
    }
Exemple #11
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    // Use this for initialization
    void Start()
    {
        LevelStructure level = new LevelStructure();

        switch (level.Theme)
        {
        case ThemeEnum.Forest:
            ForestTheme.SetActive(true);
            ForestTheme.GetComponentInChildren <Text>().text = ApplicationModel.CurrentBoneNumber.ToString();
            break;

        case ThemeEnum.Jungle:
            JungleTheme.SetActive(true);
            JungleTheme.GetComponentInChildren <Text>().text = ApplicationModel.CurrentBoneNumber.ToString();
            break;

        case ThemeEnum.Farm:
            FarmTheme.SetActive(true);
            FarmTheme.GetComponentInChildren <Text>().text = ApplicationModel.CurrentBoneNumber.ToString();
            break;

        case ThemeEnum.Mountain:
            MountainTheme.SetActive(true);
            MountainTheme.GetComponentInChildren <Text>().text = ApplicationModel.CurrentBoneNumber.ToString();
            break;

        case ThemeEnum.Water:
            WaterTheme.SetActive(true);
            WaterTheme.GetComponentInChildren <Text>().text = ApplicationModel.CurrentBoneNumber.ToString();
            break;

        case ThemeEnum.Safari:
            SafariTheme.SetActive(true);
            SafariTheme.GetComponentInChildren <Text>().text = ApplicationModel.CurrentBoneNumber.ToString();
            break;
        }
    }
 void Awake()
 {
     instance         = this;
     numberOfColumns  = transform.childCount;
     columnStructures = transform.GetComponentsInChildren <ColumnStructure>();
 }
    public LevelStructure Generate(float weight, StructureAttachmentPoint outPoint)
    {
        if (UnityEngine.Random.Range(0f, 0.99f) > weight)
        {
            return(null);
        }

        Debug.Log("Generating Structure");

        LevelStructure root = null;

        if (outPoint == null)
        {
            // Base case:
            root = RandomKind(AttachmentKind.Platform).GenerateClone();
            Debug.Log("Base case, got " + root);
        }
        else
        {
            // Recursive case: create a structure compatible with that outPoint
            Debug.Log("Recursive case, looking for compatible with " + outPoint.Kind);
            root = RandomCompatibleStructure(outPoint).GenerateClone();
            Debug.Log("Recursive case, got " + root);

            // And on that new structure, mark the outPoint we're using.
            StructureAttachmentPoint usedPoint = root.RandomCompatiblePoint(outPoint);
            usedPoint.ConsumeTransforms(root.UsedTransforms);

            Debug.Log("Done marking used transforms: " + root.UsedTransforms.Count);

            // Because this is the time where we know (physically) where
            // we belong, we'll also place ourselves in space.

            Debug.Assert(outPoint != null);
            Debug.Assert(usedPoint != null);
            Debug.Assert(root != null);

            // We're gluing together "usedPoint" and "outPoint".
            // "outPoint" is (presumably) the point on our parent
            // "usedPoint" is the point on our structure "root".


            /*
             *    Vector3 originalOffset = usedPoint.transform.position;
             *    var originalRotation1 = outPoint.transform.localRotation;
             *    var originalRotation2 = usedPoint.transform.localRotation;
             *    //root.transform.localRotation = outPoint.transform.localRotation * usedPoint.transform.localRotation;
             *    //root.transform.localPosition += root.transform.localRotation * originalOffset;
             *    root.transform.parent = outPoint.transform;
             *    root.transform.localPosition = new Vector3(0, 0, 0);
             *    root.transform.localRotation = originalRotation2;
             *    Vector3 slideAmount = usedPoint.transform.position - root.transform.position;
             *    root.transform.position -= slideAmount;
             */

            // this is close, but not quite.
            root.transform.parent        = outPoint.transform;
            root.transform.localRotation = usedPoint.transform.localRotation;
            root.transform.position     -= (usedPoint.transform.position - outPoint.transform.position);

            // We're gluing together "usedPoint" and "outPoint".
            // "outPoint" is (presumably) the point on our parent
            // "usedPoint" is the point on our structure "root".
            //root.transform.localRotation = usedPoint.transform.localRotation;


            // We adjust by (where the root expects to be connected) and (where the parent expects the root to be connected)

            // TODO: Did we just induce a collision with the parent?
            // Maybe need to look "up" the whole tree.
            // If so, just bail and do nothing.

            if (root.structurePerturbations.HasFlag(StructurePerturbations.SmallSlide))
            {
                root.transform.position += new Vector3((UnityEngine.Random.value - 0.5f) * 4, 0, (UnityEngine.Random.value - 0.5f) * 4);
                //root.transform.lposition.x += UnityEngine.Random.value- 0.5f;
                //root.transform.position.y += UnityEngine.Random.value- 0.5f;
            }
        }

        // root is the structure we've just created.
        var renderer = root.GetComponent <Renderer>();

        if (renderer != null)
        {
            //renderer.material = LevelGenerator.I.Materials.ChooseRandom();
        }

        // Generate sub-structures if possible
        weight *= DensityValue;

        foreach (StructureAttachmentPoint subPoint in root.GetComponentsInChildren <StructureAttachmentPoint>())
        {
            if (subPoint.Direction == AttachmentDirection.OutAttach)
            {
                // Is every transform is uses available?
                if (!subPoint.TransformsAvailable(root.UsedTransforms))
                {
                    continue;
                }

                // OK, great:
                LevelStructure newStructure = Generate(weight, subPoint);
                if (newStructure != null)
                {
                    subPoint.ConsumeTransforms(root.UsedTransforms);
                }
            }
        }

        return(root);
    }
Exemple #14
0
    void GenerateCluster(Vector3 center)
    {
        // Is this... insane?
        StructureGenerator gen = this.GetComponent(typeof(StructureGenerator)) as StructureGenerator;

        for (int i = 0; i < NumStructures; i++)
        {
            LevelStructure structure = gen.Generate(1.0f, null);
            gen.CurrentGenerated = null; // look at me. I'm the owner now.

            if (structure.structurePerturbations.HasFlag(StructurePerturbations.RotateSpherical))
            {
                if (UnityEngine.Random.value < 0.5f)
                {
                    // Apply a fun perturbation. Maybe this should be in the structure generation?
                    // https://docs.unity3d.com/ScriptReference/Random-rotation.html just, like, purely random?
                    // Ah this is nice:https://www.youtube.com/watch?v=paJPbqpQIQc&feature=emb_logo
                    Vector3 perturbation = UnityEngine.Random.insideUnitSphere; // between -1 and 1, apparently.
                    perturbation *= 10;
                    structure.transform.Rotate(perturbation);
                }
            }
            else if (structure.structurePerturbations.HasFlag(StructurePerturbations.RotateOverY))
            {
                float coin = UnityEngine.Random.value;
                // Let's flip 90 degrees
                if (coin < 0.4f)
                {
                    structure.transform.Rotate(0, 90, 0);
                }
                else if (coin < 0.5)
                {
                    structure.transform.Rotate(0, UnityEngine.Random.Range(-179f, 180f), 0);
                }
            }

            //var structure = structurePrefabs.PickRandom<LevelStructure>().GenerateClone();

            structure.transform.parent = transform;
            int bailCount = 0;
            do
            {
                var newVector = 30 * UnityEngine.Random.insideUnitSphere;
                newVector.x *= 2;
                newVector   += center;
                structure.transform.position = newVector;
                Debug.Log("ITERATING");

                Physics.SyncTransforms();

                if (bailCount++ > 100)
                {
                    break;
                }

                //} while (CollidesWithExistingObject(structure));
                float radius = CenteredBalloonRadius(structure, structure.transform.childCount);
                Debug.Log("Found radius: " + radius);
            } while (CollidesWithExistingObject(structure) && CenteredBalloonRadius(structure, structure.transform.childCount) < 15);

            Debug.Log("ADDED!" + structure.transform.position);
            generatedStructures.Add(structure);
        }
    }
Exemple #15
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    public void GenerateConnections()
    {
        // Let's randomize the order... there seems to be some persistence in the RNG
        // that is probably something my fault (...).
        // This is terrible.
        // candidateConnectionPoints = candidateConnectionPoints.OrderBy(x => UnityEngine.Random.value).ToList();


        foreach (Tuple <Transform, Transform> pair in candidateConnectionPoints)
        {
            Transform from      = pair.Item1;
            Transform to        = pair.Item2;
            Vector3   direction = to.position - from.position;

            //Debug.Log("DEBUGGING ANGLE: " + Vector3.Angle(from.position, to.position));

            // Flip a coin or whatever.
            float coinFlip = UnityEngine.Random.value;
            if (coinFlip < 0.60f)
            {
                continue;
            }


            // Have either of these points since been used?
            if (to.GetComponentInParent <LevelStructure>().UsedTransforms.Contains(to))
            {
                continue;
            }
            if (from.GetComponentInParent <LevelStructure>().UsedTransforms.Contains(from))
            {
                continue;
            }
            // This is a quick (for me, not the computer) way of avoiding ludicrously dense paths
            if (!SphereCastConnects(from, to, MaxConnectionRadius))
            {
                continue;
            }

            int oldFromCount = from.GetComponentInParent <LevelStructure>().connectionCount;
            int oldToCount   = to.GetComponentInParent <LevelStructure>().connectionCount;
            if (oldFromCount > 1)
            {
                continue;
            }
            if (oldToCount > 1)
            {
                continue;
            }
            from.GetComponentInParent <LevelStructure>().connectionCount++;
            to.GetComponentInParent <LevelStructure>().connectionCount++;

            Debug.Log("Adding connection!");


            // TODO Take into account the angle -- maybe we want a pathway, maybe we want a rail
            Debug.Assert(ConnectionStructures != null);

            LevelStructure connection = ConnectionStructures.PickRandom <LevelStructure>().GenerateClone();

            Collider connectionCollider = connection.GetComponent <Collider>();
            float    stretchFactor      = direction.magnitude / connectionCollider.bounds.extents.z;

            // Warp it, stretch it, (bop it?)
            connection.transform.localScale = new Vector3(1, 1, stretchFactor / 2);
            connection.transform.position   = (to.position + from.position) / 2;

            // Set rotation
            //connection.transform.rotation = Quaternion.FromToRotation(from.position, to.position);
            connection.transform.rotation = Quaternion.LookRotation(from.position - to.position, Vector3.forward);

            // The rotation also twists the platform. Basically I want to reset the z rotation to 0.
            // Maybe there's a nice way of not needing this?
            // Why can't we just set "eulerAngles" directly? Simply prevented by properties rules, I guess.
            // See https://docs.unity3d.com/ScriptReference/Quaternion-eulerAngles.html to show that this is the right way.
            Vector3 nextEuler = connection.transform.rotation.eulerAngles;
            nextEuler.z = 0;
            Quaternion nextRotation = new Quaternion();
            nextRotation.eulerAngles      = nextEuler;
            connection.transform.rotation = nextRotation;

            // Set hierarchy plumbing
            connection.transform.parent = transform;
            generatedStructures.Add(connection);
        }
    }
Exemple #16
0
 void Awake()
 {
     instance = this;
     numberOfColumns = transform.GetChildCount();
     columnStructures = transform.GetComponentsInChildren<ColumnStructure>();
 }