Exemple #1
0
        private void Update()
        {
            if (!showGenerationProcess)
            {
                return;
            }
            timer -= Time.deltaTime;
            if (addRoomsDone)
            {
                return;
            }
            if (timer <= 0)
            {
                timer = generationDelay;
                for (int i = 0; i < mainRoomData.Count; i++)
                {
                    if (mainRoomData[i].roomCount < mainRoomData[i].numberOfRooms)
                    {
                        int threshold = (int)(mainRoomData[i].spawnThreshold * mainRoomData[i].numberOfRooms);
                        if (threshold >= allRooms.Count - 1)
                        {
                            threshold = allRooms.Count - 1;
                        }
                        currentRoom = allRooms[Random.Range(threshold, allRooms.Count)];
                        GenerationData data = mainRoomData[i];
                        allRooms.Add(Generate(ref data));

                        mainRoomccc++;
                        mainRoomData[i] = data;
                    }
                    else
                    {
                        mainRoomsDone = true;
                    }
                }
                if (mainRoomsDone)
                {
                    for (int i = 0; i < additionalRoomData.Count; i++)
                    {
                        if (additionalRoomData[i].roomCount < additionalRoomData[i].numberOfRooms)
                        {
                            if (additionalRoomData[i].spawnThreshold >= allRooms.Count - 1)
                            {
                                additionalRoomData[i].spawnThreshold = allRooms.Count - 1;
                            }

                            int threshold = (int)(additionalRoomData[i].spawnThreshold * mainRoomccc);
                            int v         = Random.Range(threshold, allRooms.Count - 1);
                            currentRoom = allRooms[v];
                            GenerationData data = additionalRoomData[i];
                            allRooms.Add(Generate(ref data));

                            additionalRoomData[i] = data;
                        }
                        else
                        {
                            addRoomsDone = true;
                        }
                    }
                }
            }
        }
Exemple #2
0
        public void Init()
        {
            startRoom = Instantiate(mainRoomData[0].possibleRooms[0].roomObject, transform.position, Quaternion.identity, transform).GetComponent <RoomObject>();
            mainRoomData[0].roomInstances.Add(startRoom);
            startRoom.OnRoomEnter();
            startRoom.gameObject.GetComponent <GridScript>().Init();
            allRooms.Add(startRoom);
            currentRoom = startRoom;
            if (randomizeSeed)
            {
                seed = Random.Range(0, 9999999);
            }
            Random.seed = seed;
            int mainRoomCount = 0;

            if (showGenerationProcess)
            {
                return;
            }
            //SetupData();
            for (int i = 0; i < mainRoomData.Count; i++)
            {
                // CREATE MAIN DUNGEON PATHS
                int threshold = (int)(mainRoomData[i].spawnThreshold * mainRoomData[i].numberOfRooms);
                if (threshold >= allRooms.Count - 1)
                {
                    threshold = allRooms.Count - 1;
                }
                currentRoom = allRooms[Random.Range(threshold, allRooms.Count)];
                while (mainRoomData[i].roomCount < mainRoomData[i].numberOfRooms)
                {
                    GenerationData data = mainRoomData[i];
                    allRooms.Add(Generate(ref data));

                    mainRoomData[i] = data;
                }

                mainRoomCount += mainRoomData[i].numberOfRooms;
            }


            for (int i = 0; i < additionalRoomData.Count; i++)
            {
                // APPEND ADDITIONAL ROOMS BASED ON THRESHOLDS
                while (additionalRoomData[i].roomCount < additionalRoomData[i].numberOfRooms)
                {
                    if (additionalRoomData[i].spawnThreshold >= allRooms.Count - 1)
                    {
                        additionalRoomData[i].spawnThreshold = allRooms.Count - 1;
                    }

                    int threshold = (int)(additionalRoomData[i].spawnThreshold * mainRoomCount);
                    int v         = Random.Range(threshold, allRooms.Count - 1);
                    currentRoom = allRooms[v];

                    GenerationData data = additionalRoomData[i];
                    allRooms.Add(Generate(ref data));

                    additionalRoomData[i] = data;
                }
            }
            for (int i = 1; i < allRooms.Count; i++)
            {
                allRooms[i].OnRoomExit();
            }
        }
Exemple #3
0
        public RoomObject Generate(ref GenerationData data)
        {
            didPlaceRoom = false;
            //Vector2 direction = RandomDir();
            GameObject toSpawn      = null;
            RoomObject newRoom      = null;
            Transform  me           = null;
            Transform  other        = null;
            int        roomAttempts = Random.Range((int)0, (int)data.possibleRooms.Count);
            int        direction    = Random.Range((int)0, (int)4);

            while (!didPlaceRoom)
            {
                toSpawn = data.possibleRooms[roomAttempts].roomObject;
                newRoom = Instantiate(toSpawn, currentRoom.transform.position, Quaternion.identity, transform).GetComponent <RoomObject>();

                roomAttempts = Random.Range((int)0, (int)data.possibleRooms.Count - 1);
                direction    = Random.Range((int)0, (int)4);

                #region Placement
                if (direction == 0)
                {
                    me    = currentRoom.northDoors[Random.Range(0, currentRoom.northDoors.Count)];
                    other = newRoom.southDoors[Random.Range(0, newRoom.southDoors.Count)];

                    Vector3 distance = (me.position - other.position);
                    newRoom.transform.position += (distance) + (Vector3)(Vector2.up * separation);
                }
                else if (direction == 1)
                {
                    me    = currentRoom.southDoors[Random.Range(0, currentRoom.southDoors.Count)];
                    other = newRoom.northDoors[Random.Range(0, newRoom.northDoors.Count)];

                    Vector3 distance = (me.position - other.position);
                    newRoom.transform.position += (distance) + (Vector3)(Vector2.down * separation);
                }
                else if (direction == 2)
                {
                    me    = currentRoom.westDoors[Random.Range(0, currentRoom.westDoors.Count)];
                    other = newRoom.eastDoors[Random.Range(0, newRoom.eastDoors.Count)];

                    Vector3 distance = (me.position - other.position);
                    newRoom.transform.position += (distance) + (Vector3)(Vector2.left * separation);
                }
                else if (direction == 3)
                {
                    me    = currentRoom.eastDoors[Random.Range(0, currentRoom.eastDoors.Count)];
                    other = newRoom.westDoors[Random.Range(0, newRoom.westDoors.Count)];

                    Vector3 distance = (me.position - other.position);
                    newRoom.transform.position += (distance) + (Vector3)(Vector2.right * separation);
                }
                #endregion

                RoomObject obstacle = CheckIfRoomCanSpawn(newRoom);
                if (obstacle == null)
                {
                    didPlaceRoom = true;
                    me.gameObject.SetActive(true);
                    other.gameObject.SetActive(true);

                    other.GetComponent <Door>().to = currentRoom;
                    me.GetComponent <Door>().from  = currentRoom;
                    currentRoom = newRoom;
                    data.roomInstances.Add(currentRoom);
                    data.roomCount++;
                    currentRoom.GetComponent <SpriteRenderer>().color = new Color(data.color.r, data.color.g, data.color.b, data.color.a);
                    other.GetComponent <Door>().from = currentRoom;
                    me.GetComponent <Door>().to      = currentRoom;
                }
                else
                {
                    me           = null;
                    other        = null;
                    didPlaceRoom = false;
                    DestroyImmediate(newRoom.gameObject);
                }

                #region Loop exceptions
                mx++;
                nmx++;
                if (mx >= max)
                {
                    if (data.roomInstances.Count > 0)
                    {
                        currentRoom = data.roomInstances[Random.Range(0, data.roomInstances.Count - 1)];
                    }
                    else
                    {
                        currentRoom = allRooms[0];
                    }
                    mx = 0;
                    //return null;
                }

                if (nmx >= mmax)
                {
                    Debug.LogError("Can't fit [" + data.name + "] dungeon");
                    nmx = 0;
                    return(null);
                }
                #endregion
            }
            return(newRoom);
        }