Exemple #1
0
    private GameObject FindRandomRoomWithExitAt(Dictionary <Direction, bool> directions, int x, int y)
    {
        //if there is no exit the new room can be an exit
        bool canBeExit = !exitSet;

        // return all possible Rooms at this point
        GameObject[] rooms = Array.FindAll(roomPrefabs, it => {
            RoomProperties roomProperties = it.GetComponent <RoomProperties>();
            bool isEntrance = roomProperties.isEntrance;
            //bool hasCorrectExit = directions.All(direction => roomProperties.GetExitDirections ()[direction]);
            bool hasCorrectExit = true;
            foreach (var entry in directions)
            {
                if (roomProperties.GetExitDirections().Contains(entry) == false)
                {
                    hasCorrectExit = false;
                }
            }
            bool isExit = roomProperties.isExit;


            return(!isEntrance && hasCorrectExit && (canBeExit || !isExit));
        });

        //the rooms are sorted by number of exits
        GameObject[] sortedRooms = sortRoomsByNumeberofExits(rooms);

        int numberOfRolls   = Math.Max(1, (Mathf.Abs(x) + Mathf.Abs(y)) / levelSize);
        int lowestRoomIndex = int.MaxValue;

        for (int i = 0; i < numberOfRolls; i++)
        {
            lowestRoomIndex = Math.Min(lowestRoomIndex, UnityEngine.Random.Range(0, rooms.Length));
        }

        if (doneRooms.Count > levelSize * 2)
        {
            lowestRoomIndex = 0;
        }

        if (sortedRooms[lowestRoomIndex].GetComponent <RoomProperties>().isExit)
        {
            exitSet = true;
        }

        var chosenRoomPrefab = sortedRooms[lowestRoomIndex];
        var chosenRoom       = Instantiate(chosenRoomPrefab);

        return(chosenRoom);
    }
Exemple #2
0
    private GameObject doRoom(GameObject room, int x, int y)
    {
        RoomProperties roomProperties = room.GetComponent <RoomProperties>();
        RoomBehaviour  roomBehaviour  = room.GetComponent <RoomBehaviour>();

        foreach (var exit in roomProperties.GetExitDirections())
        {
            if (exit.Value)
            {
                Dictionary <Direction, bool> directions = new Dictionary <Direction, bool>(); //change
                var currentX = x;
                var currentY = y;
                if (exit.Key == Direction.NORTH)
                {
                    currentY++;
                }
                else if (exit.Key == Direction.SOUTH)
                {
                    currentY--;
                }
                else if (exit.Key == Direction.EAST)
                {
                    currentX++;
                }
                else if (exit.Key == Direction.WEST)
                {
                    currentX--;
                }

                if (IsRoom(currentX, currentY))
                {
                    continue;
                }

                if (IsRoom(currentX - 1, currentY))
                {
                    if (HasExit(currentX - 1, currentY, Direction.EAST))
                    {
                        directions.Add(Direction.WEST, true);
                    }
                    else
                    {
                        directions.Add(Direction.WEST, false);
                    }
                }
                if (IsRoom(currentX + 1, currentY))
                {
                    if (HasExit(currentX + 1, currentY, Direction.WEST))
                    {
                        directions.Add(Direction.EAST, true);
                    }
                    else
                    {
                        directions.Add(Direction.EAST, false);
                    }
                }
                if (IsRoom(currentX, currentY - 1))
                {
                    if (HasExit(currentX, currentY - 1, Direction.NORTH))
                    {
                        directions.Add(Direction.SOUTH, true);
                    }
                    else
                    {
                        directions.Add(Direction.SOUTH, false);
                    }
                }
                if (IsRoom(currentX, currentY + 1))
                {
                    if (HasExit(currentX, currentY + 1, Direction.SOUTH))
                    {
                        directions.Add(Direction.NORTH, true);
                    }
                    else
                    {
                        directions.Add(Direction.NORTH, false);
                    }
                }
                var connectingRoom = FindRandomRoomWithExitAt(directions, currentX, currentY);
                todoRooms.Add(connectingRoom);
                AddRoom(connectingRoom, currentX, currentY);
            }
        }

        todoRooms.Remove(room);
        return(room);
    }