Exemple #1
0
        //show speed up loading
        private void spawnEnemys()
        {
            EnemyList = new List <Attacker>();

            int roomIndex = 0;

            for (int i = 1; i < roomPositions.Count - 1; i++)
            {
                if (combatRoomIndexs.Contains(roomIndex))
                {
                    RoomPlacementLogic rp = roomList[i].GetComponent <RoomPlacementLogic>();
                    rp.SpawnEnemies(EnemyParent.transform, EnemyList);
                }
                roomIndex++;
            }

            /*
             * foreach(GameObject room in roomList)
             * {
             *
             * }
             */
        }
Exemple #2
0
        void AddDoorLogic(RoomPlacementLogic room)
        {
            Vector3 roomPosition = room.transform.position;
            bool    roomAbove    = Physics2D.OverlapCircle(roomPosition + new Vector3(0, yOffset, 0), 0.2f, roomMask);
            bool    roomBelow    = Physics2D.OverlapCircle(roomPosition + new Vector3(0, -yOffset, 0), 0.2f, roomMask);

            bool roomLeft  = Physics2D.OverlapCircle(roomPosition + new Vector3(-xOffset, 0, 0), 0.2f, roomMask);
            bool roomRight = Physics2D.OverlapCircle(roomPosition + new Vector3(xOffset, 0, 0), 0.2f, roomMask);

            for (int i = 0; i < roomList.Count; i++)
            {
                RoomPlacementLogic newRoom = roomList[i].GetComponent <RoomPlacementLogic>();
                if (roomAbove)
                {
                    if (roomList[i].gameObject.transform.localPosition == (roomPosition + new Vector3(0, yOffset, 0)))
                    {
                        if (room.upDoor == false && newRoom.downDoor == false && (room.getDoorRequest() + newRoom.getDoorRequest()) != 0)
                        {
                            room.upDoor      = true;
                            newRoom.downDoor = true;
                            GameObject door = Instantiate(RoomObjPrefabs.DoubleDoorStraight, RoomProps.transform);
                            door.GetComponent <Transform>().position = room.transform.position + new Vector3(0, yOffset / 2, 0);
                            doorList.Add(door);
                        }
                    }
                }
                if (roomBelow)
                {
                    if (roomList[i].gameObject.transform.localPosition == (roomPosition + new Vector3(0, -yOffset, 0)))
                    {
                        if (room.downDoor == false && newRoom.upDoor == false && (room.getDoorRequest() + newRoom.getDoorRequest()) != 0)
                        {
                            room.downDoor  = true;
                            newRoom.upDoor = true;
                            GameObject door = Instantiate(RoomObjPrefabs.DoubleDoorStraight, RoomProps.transform);
                            door.GetComponent <Transform>().position = room.transform.position + new Vector3(0, -yOffset / 2, 0);
                            doorList.Add(door);
                        }
                    }
                }
                if (roomLeft)
                {
                    if (roomList[i].gameObject.transform.localPosition == (roomPosition + new Vector3(-xOffset, 0, 0)))
                    {
                        if (room.leftDoor == false && newRoom.rightDoor == false && (room.getDoorRequest() + newRoom.getDoorRequest()) != 0)
                        {
                            room.leftDoor     = true;
                            newRoom.rightDoor = true;
                            GameObject door = Instantiate(RoomObjPrefabs.DoubleDoorSide, RoomProps.transform);
                            door.GetComponent <Transform>().position = room.transform.position + new Vector3(-xOffset / 2, 0, 0);
                            doorList.Add(door);
                        }
                    }
                }
                if (roomRight)
                {
                    if (roomList[i].gameObject.transform.localPosition == (roomPosition + new Vector3(xOffset, 0, 0)))
                    {
                        if (room.rightDoor == false && newRoom.leftDoor == false && (room.getDoorRequest() + newRoom.getDoorRequest()) != 0)
                        {
                            room.rightDoor   = true;
                            newRoom.leftDoor = true;
                            GameObject door = Instantiate(RoomObjPrefabs.DoubleDoorSide, RoomProps.transform);
                            door.GetComponent <Transform>().position = room.transform.position + new Vector3(xOffset / 2, 0, 0);
                            doorList.Add(door);
                        }
                    }
                }
            }
        }
Exemple #3
0
        public void GenterateDungeon()
        {
            DungeonTracker.instance.finishedLoadingLevel = false;
            Debug.Log("GenterateDungeon: Entered");

            roomList = new List <GameObject>();
            int roomIndex = 0; //help to figure out if certain room should be special

            treasureRoomIndexs = new List <int>();
            combatRoomIndexs   = new List <int>();
            calcuateSpecailRooms();

            //build out the rooms

            CreateRoomsOutLine(Vector3.zero, RoomConditions.StairRoom); //starting room


            for (int i = 1; i < roomPositions.Count - 1; i++)
            {
                RoomConditions conditions = RoomConditions.DefaultRoom;

                if (treasureRoomIndexs.Contains(roomIndex))
                {
                    conditions = RoomConditions.TreasureRoom;
                }

                if (combatRoomIndexs.Contains(roomIndex))
                {
                    conditions = RoomConditions.CombatRoom;
                }

                CreateRoomsOutLine(roomPositions[i], conditions);
                roomIndex++;
            }

            CreateRoomsOutLine(endRoom.transform.position, RoomConditions.StairRoom);


            doorList = new List <GameObject>();

            //creating props for the room
            for (int i = 0; i < roomList.Count; i++)
            {
                RoomPlacementLogic rp = roomList[i].GetComponent <RoomPlacementLogic>();

                if (i == 0)
                //if (roomList[i].transform.position == Vector3.zero)
                {
                    //start position
                    upStairs = Instantiate(RoomObjPrefabs.StairsUp, RoomProps.transform).GetComponent <DungeonStairs>();
                    upStairs.transform.position = rp.StairPositions[0].position;
                }
                else if (i == roomList.Count - 1) //(roomList[i].transform.position == endRoom.transform.position)
                {
                    //end room
                    downStairs = Instantiate(RoomObjPrefabs.StairsDown, RoomProps.transform).GetComponent <DungeonStairs>();
                    downStairs.transform.position = rp.StairPositions[0].position;
                }
                else
                {
                    //all other room types
                }

                //door logic
                //AddDoorLogic(rp);
            }

            //DungeonTracker.instance.finishedLoadingLevel = true;

            StartCoroutine(buildMesh());
            //Debug.Log("levelGenerator: finished adding stairs and doors");
        }