Exemple #1
0
    void createGemSpawnPoints(int numOfSpawns, MazeGrid.Grid maze, string spawnTag)
    {
        // Upper right corner
        int row = Random.Range(0, rows / 2);
        int col = Random.Range(columns / 2, columns - 1);

        GameObject spawnPoint = Instantiate(Resources.Load("JamesTesting/Prefabs/SpawnPoint", typeof(GameObject)), spawnManagerReference.transform) as GameObject;

        spawnPoint.tag = spawnTag;
        setSpawnLocalPosition(spawnPoint, row, col);

        // Lower left corner
        row = Random.Range(rows / 2, rows - 1);
        col = Random.Range(0, columns / 2);

        spawnPoint     = Instantiate(Resources.Load("JamesTesting/Prefabs/SpawnPoint", typeof(GameObject)), spawnManagerReference.transform) as GameObject;
        spawnPoint.tag = spawnTag;
        setSpawnLocalPosition(spawnPoint, row, col);

        // Lower right corner
        row = Random.Range(rows / 2, rows - 1);
        col = Random.Range(columns / 2, columns - 1);

        spawnPoint     = Instantiate(Resources.Load("JamesTesting/Prefabs/SpawnPoint", typeof(GameObject)), spawnManagerReference.transform) as GameObject;
        spawnPoint.tag = spawnTag;
        setSpawnLocalPosition(spawnPoint, row, col);
    }
Exemple #2
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 public MazeSolver(MazeGrid.Grid maze, int startRow, int startCol, int endRow, int endCol)
 {
     this.maze     = maze;
     this.startRow = startRow;
     this.startCol = startCol;
     this.endRow   = endRow;
     this.endCol   = endCol;
 }
Exemple #3
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    Vector3 getNextPosition(MazeGrid.Grid maze, Cell current, Cell target)
    {
        MazeSolver        solver = new MazeSolver(maze, 0, 0, rows - 1, columns - 1);
        LinkedList <Cell> path   = solver.Solve(current);

        Cell next = path.First.Next.Value;

        return(new Vector3(next.Row * wallLength + wallLength / 2, 0.0f, next.Column * wallLength + wallLength / 2));
    }
Exemple #4
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    void createSpawnPoints(int numOfSpawns, MazeGrid.Grid maze, string spawnTag)
    {
        for (int i = 0; i < numOfSpawns; i++)
        {
            int row = Random.Range(0, rows - 1);
            int col = Random.Range(0, columns - 1);

            while (row < 3 && col < 3)
            {
                row = Random.Range(0, rows - 1);
                col = Random.Range(0, columns - 1);
            }

            GameObject spawnPoint = Instantiate(Resources.Load("JamesTesting/Prefabs/SpawnPoint", typeof(GameObject)), spawnManagerReference.transform) as GameObject;
            spawnPoint.tag = spawnTag;
            setSpawnLocalPosition(spawnPoint, row, col);
        }
    }
Exemple #5
0
    // Use this for initialization

    void Start()
    {
        var grid = new MazeGrid.Grid(rows, columns);

        var maze = HuntAndKill.CreateMaze(grid);


        for (int x = 0; x < columns / 2; x++)
        {
            int row    = Random.Range(1, rows - 2);
            int column = Random.Range(1, columns - 2);

            Cell cell = maze.GetCell(row, column);
            if (cell.Links().Count < 4)
            {
                Cell neighbor = null;

                while (neighbor == null)
                {
                    int direction = Random.Range(0, 3);
                    switch (direction)
                    {
                    case 0:
                        if (!cell.IsLinked(cell.North))
                        {
                            neighbor = cell.North;
                        }
                        break;

                    case 1:
                        if (!cell.IsLinked(cell.East))
                        {
                            neighbor = cell.East;
                        }
                        break;

                    case 2:
                        if (!cell.IsLinked(cell.South))
                        {
                            neighbor = cell.South;
                        }
                        break;

                    case 3:
                        if (!cell.IsLinked(cell.West))
                        {
                            neighbor = cell.West;
                        }
                        break;
                    }
                }
                cell.Link(neighbor);
            }
        }

        for (int i = 0; i < maze.Rows; i++)
        {
            for (int j = 0; j < maze.Columns; j++)
            {
                Cell cell  = maze.GetCell(i, j);
                int  links = cell.Links().Count;

                GameObject gameObject = null;

                switch (links)
                {
                case 0:
                    gameObject = Instantiate(Resources.Load("JamesTesting/Prefabs/Enclosed", typeof(GameObject))) as GameObject;
                    break;

                case 1:
                    // Dead end
                    gameObject = Instantiate(Resources.Load("JamesTesting/Prefabs/DeadEnd", typeof(GameObject))) as GameObject;
                    Vector3 rotation;
                    if (cell.IsLinked(cell.North))
                    {
                        rotation = new Vector3(0f, 270f, 0f);
                    }
                    else if (cell.IsLinked(cell.East))
                    {
                        rotation = new Vector3(0f, 0f, 0f);
                    }
                    else if (cell.IsLinked(cell.South))
                    {
                        rotation = new Vector3(0f, 90f, 0f);
                    }
                    else
                    {
                        rotation = new Vector3(0f, 180f, 0f);
                    }

                    gameObject.transform.localEulerAngles = rotation;
                    break;

                case 2:
                    //Hallway or corner

                    if (cell.IsLinked(cell.North) && cell.IsLinked(cell.South))
                    {
                        gameObject = Instantiate(Resources.Load("JamesTesting/Prefabs/Hallway", typeof(GameObject))) as GameObject;
                        gameObject.transform.localEulerAngles = new Vector3(0f, 90f, 0f);
                    }
                    else if (cell.IsLinked(cell.East) && cell.IsLinked(cell.West))
                    {
                        gameObject = Instantiate(Resources.Load("JamesTesting/Prefabs/Hallway", typeof(GameObject))) as GameObject;
                        gameObject.transform.localEulerAngles = new Vector3(0f, 0f, 0f);
                    }
                    else if (cell.IsLinked(cell.North) && cell.IsLinked(cell.East))
                    {
                        gameObject = Instantiate(Resources.Load("JamesTesting/Prefabs/Corner", typeof(GameObject))) as GameObject;
                        gameObject.transform.localEulerAngles = new Vector3(0f, 270f, 0f);
                    }
                    else if (cell.IsLinked(cell.North) && cell.IsLinked(cell.West))
                    {
                        gameObject = Instantiate(Resources.Load("JamesTesting/Prefabs/Corner", typeof(GameObject))) as GameObject;
                        gameObject.transform.localEulerAngles = new Vector3(0f, 180f, 0f);
                    }
                    else if (cell.IsLinked(cell.South) && cell.IsLinked(cell.East))
                    {
                        gameObject = Instantiate(Resources.Load("JamesTesting/Prefabs/Corner", typeof(GameObject))) as GameObject;
                        gameObject.transform.localEulerAngles = new Vector3(0f, 0f, 0f);
                    }
                    else
                    {
                        gameObject = Instantiate(Resources.Load("JamesTesting/Prefabs/Corner", typeof(GameObject))) as GameObject;
                        gameObject.transform.localEulerAngles = new Vector3(0f, 90f, 0f);
                    }
                    break;

                case 3:

                    gameObject = Instantiate(Resources.Load("JamesTesting/Prefabs/SingleWall", typeof(GameObject))) as GameObject;
                    if (!cell.IsLinked(cell.North))
                    {
                        gameObject.transform.localEulerAngles = new Vector3(0f, 180f, 0f);
                    }
                    if (!cell.IsLinked(cell.East))
                    {
                        gameObject.transform.localEulerAngles = new Vector3(0f, 270f, 0f);
                    }
                    if (!cell.IsLinked(cell.South))
                    {
                        gameObject.transform.localEulerAngles = new Vector3(0f, 0f, 0f);
                    }
                    if (!cell.IsLinked(cell.West))
                    {
                        gameObject.transform.localEulerAngles = new Vector3(0f, 90f, 0f);
                    }
                    break;

                case 4:
                    gameObject = Instantiate(Resources.Load("JamesTesting/Prefabs/NoWalls", typeof(GameObject))) as GameObject;
                    break;
                }
                setLocalPosition(gameObject, i, j);
            }
        }
    }