Exemple #1
0
    private MazeUnit createNewUnitInMaze(char dir, int xstart, int zstart)
    {
        MazeUnit oldUnit = mazeFloor[xstart, zstart];
        MazeUnit newUnit = Instantiate(mazeUnitPrefab);

        newUnit.setDirection(dir);

        mazeFloor[XafterDirection(xstart, dir), ZafterDirection(zstart, dir)] = newUnit;
        newUnit.setPos(XafterDirection(xstart, dir), ZafterDirection(zstart, dir));
        placeNewMazeUnit(newUnit, oldUnit, dir);
        lastMazeUnit = newUnit;
        return(newUnit);
    }
Exemple #2
0
 private void createEmptyFloor(int level)
 {
     for (int i = 0; i < sizeX; i++)
     {
         int      j        = 0;
         int      j2       = sizeZ - 1;
         MazeUnit edgeUnit = Instantiate(mazeUnitPrefab);
         edgeUnit.setPos(i, j);
         edgeUnit.transform.SetParent(transform);
         edgeUnit.transform.localPosition = new Vector3(i, level, j);
         MazeUnit edgeUnit2 = Instantiate(mazeUnitPrefab);
         edgeUnit2.setPos(i, j2);
         edgeUnit2.transform.SetParent(transform);
         edgeUnit2.transform.localPosition = new Vector3(i, level, j2);
         MazeUnit edgeUnit3 = Instantiate(mazeUnitPrefab);
         edgeUnit3.setPos(j, i);
         edgeUnit3.transform.SetParent(transform);
         edgeUnit3.transform.localPosition = new Vector3(j, level, i);
         MazeUnit edgeUnit4 = Instantiate(mazeUnitPrefab);
         edgeUnit4.setPos(j2, i);
         edgeUnit4.transform.SetParent(transform);
         edgeUnit4.transform.localPosition = new Vector3(j2, level, i);
     }
 }
Exemple #3
0
    public void generateMazeFloor(int xStart, int zStart, char direction, int level, MazeUnit[,] floor, int size)
    {
        sizeX = size;
        sizeZ = size;

        mazeFloor    = floor;
        mazeUnitList = new List <MazeUnit>();
        MazeUnit firstUnit = Instantiate(mazeUnitPrefab);

        mazeFloor[xStart, zStart] = firstUnit;
        mazeFloor[xStart, zStart].setPos(xStart, zStart);
        mazeFloor[xStart, zStart].transform.SetParent(transform);
        mazeFloor[xStart, zStart].transform.localPosition = new Vector3(xStart, level, zStart);
        if (isOnEdge(xStart, zStart))
        {
            mazeFloor[xStart, zStart].deleteWall('E');
            mazeFloor[xStart, zStart].deleteWall('W');
            mazeFloor[xStart, zStart].deleteWall('S');
            mazeFloor[xStart, zStart].deleteWall('N');
            if (level == startingLevel)
            {
                for (int i = xStart - 2; i < xStart + 3; i++)
                {
                    for (int j = zStart - 2; j < zStart + 3; j++)
                    {
                        if (i != xStart || j != zStart)
                        {
                            MazeUnit edgeUnit = Instantiate(mazeUnitPrefab);
                            edgeUnit.setPos(i, j);
                            edgeUnit.transform.SetParent(transform);
                            edgeUnit.transform.localPosition = new Vector3(i, level, j);
                            edgeUnit.onlyLeaveFloor();
                        }
                    }
                }
            }
        }
        if (level != startingLevel)
        {
            mazeFloor[xStart, zStart].deleteFloor();
        }

        int xcurr = XafterDirection(xStart, direction);
        int zcurr = ZafterDirection(zStart, direction);

        if (!withinBounds(xStart, zStart, direction))
        {
            mazeFloor[xStart, zStart].deleteWall(direction);
            MazeUnit[,] f     = new MazeUnit[sizeX, sizeZ];
            f[xStart, zStart] = firstUnit;

            for (int i = xStart - 1; i < xStart + 2; i++)
            {
                for (int j = zStart - 1; j < zStart + 2; j++)
                {
                    if (withinBounds(i, j, 'C') && isOnEdge(i, j))
                    {
                        generateMazeFloor(i, j, getOppositeDirection(direction), level, f, size);
                        return;
                    }
                }
            }
        }

        char randDir = generateRandomDirection();


        mazeUnitList.Add(createNewUnitInMaze(direction, xStart, zStart));
        int superCount = 0;

        while (mazeUnitList.Count > 0 && superCount < 200)
        {
            superCount++;
            xcurr = mazeUnitList[0].x;
            zcurr = mazeUnitList[0].z;
            int count = 0;
            while (!isEmptyMazeSpot(xcurr, zcurr, randDir, mazeFloor) && count < 4)
            {
                count++;
                randDir = generateRandomDirection();
            }

            if (!withinBounds(xcurr, zcurr, randDir))
            {
                mazeUnitList.Remove(mazeUnitList[0]);
            }
            else if (!isEmptyMazeSpot(xcurr, zcurr, randDir, mazeFloor))
            {
                mazeFloor[xcurr, zcurr].deleteWall(randDir);
                mazeFloor[XafterDirection(xcurr, randDir), ZafterDirection(zcurr, randDir)].deleteWall(getOppositeDirection(randDir));
                mazeUnitList.Remove(mazeUnitList[0]);
            }
            else
            {
                mazeUnitList.Add(createNewUnitInMaze(randDir, xcurr, zcurr));
            }
        }


        for (int i = 0; i < sizeX; i++)
        {
            for (int j = 0; j < sizeZ; j++)
            {
                if (mazeFloor[i, j] != null)
                {
                    mazeFloor[i, j].deleteAllWallCheck();
                }
            }
        }



        //placing stairs!
        int  xStair   = lastMazeUnit.x;
        int  zStair   = lastMazeUnit.z;
        char dirStair = lastMazeUnit.dir;

        mazeFloor[xStair, zStair].deleteCeiling();

        Stairs s = Instantiate(stairsPrefab);

        s.transform.SetParent(transform);
        s.transform.localPosition = new Vector3(xStair, level, zStair);
        s.setDirOfStairs(dirStair);
        for (int i = xStair - 1; i < xStair + 2; i++)
        {
            for (int j = zStair - 1; j < zStair + 2; j++)
            {
                if (i != xStair || j != zStair)
                {
                    MazeUnit edgeUnit = Instantiate(mazeUnitPrefab);
                    edgeUnit.setPos(i, j);
                    edgeUnit.transform.SetParent(transform);
                    edgeUnit.transform.localPosition = new Vector3(i, level, j);
                    edgeUnit.onlyLeaveCeiling();
                }
            }
        }

        //run traceback
        getTraceBackDistance(xStart, zStart, xStair, zStair);


        if (level < height)
        {
            generateMazeFloor(xStair, zStair, dirStair, level + 1, new MazeUnit[sizeX, sizeZ], sizeX);
        }
        else
        {
            lastStairX = xStair;
            lastStairZ = zStair;
        }
    }