Esempio n. 1
0
    void Start()
    {
        bs           = gameObject.GetComponent <BattleScript>();
        rs           = gameObject.GetComponent <RestScript>();
        es           = gameObject.GetComponent <EventScript>();
        ss           = gameObject.GetComponent <ShopScript>();
        bss          = gameObject.GetComponent <BossScript>();
        currentLevel = 0;
        stageHeight  = 8;
        stageLength  = 3;
        Levels       = new GameObject[stageHeight + 1, stageLength];
        NodeTypes    = new int[stageHeight - 1, stageLength];

        //Decide what node type is on each point
        for (int y = 0; y < stageHeight - 1; y++)
        {
            bool empty = false;
            for (int x = 0; x < stageLength; x++)
            {
                //maximum one empty per row
                if (!empty)
                {
                    NodeTypes[y, x] = Random.Range(0, 101);
                }
                else
                {
                    NodeTypes[y, x] = Random.Range(21, 101);
                }
                if (NodeTypes[y, x] < 11)
                {
                    empty = true;
                }
            }
        }

        //Generate the nodes
        for (int y = 0; y < stageHeight - 1; y++)
        {
            for (int x = 0; x < stageLength; x++)
            {
                switch (NodeTypes[y, x])
                {
                case int n when n <= 70 && n >= 21:
                    Levels[y, x] = Instantiate(BattleNode, new Vector3(0, 0, 0), Quaternion.identity);
                    bs.LinkBattleNode(Levels[y, x].GetComponent <Button>());
                    break;

                case int n when n <= 80 && n >= 71:
                    Levels[y, x] = Instantiate(EventNode, new Vector3(0, 0, 0), Quaternion.identity);
                    es.LinkEventNode(Levels[y, x].GetComponent <Button>());
                    break;

                case int n when n <= 90 && n >= 81:
                    Levels[y, x] = Instantiate(RestNode, new Vector3(0, 0, 0), Quaternion.identity);
                    rs.LinkRestNode(Levels[y, x].GetComponent <Button>());
                    break;

                case int n when n <= 100 && n >= 91:
                    Levels[y, x] = Instantiate(ShopNode, new Vector3(0, 0, 0), Quaternion.identity);
                    ss.LinkShopNode(Levels[y, x].GetComponent <Button>());
                    break;

                default:
                    Levels[y, x] = Instantiate(EmptyNode, new Vector3(0, 0, 0), Quaternion.identity);
                    break;
                }
                Levels[y, x].gameObject.name = "Node" + y + x;
                Levels[y, x].transform.SetParent(NodeContainer.transform);
                Levels[y, x].transform.SetPositionAndRotation((Levels[y, x].transform.parent.position + new Vector3((x * 420) - 420, (y * 600) - 2400, 0)), Quaternion.identity);
            }
        }

        //Rest
        for (int x = 0; x < stageLength; x++)
        {
            Levels[stageHeight - 1, x] = Instantiate(RestNode, new Vector3(0, 0, 0), Quaternion.identity);
            Levels[stageHeight - 1, x].gameObject.name = "Node" + (stageHeight - 1) + x;
            Levels[stageHeight - 1, x].transform.SetParent(NodeContainer.transform);
            Levels[stageHeight - 1, x].transform.SetPositionAndRotation((Levels[(stageHeight - 1), x].transform.parent.position + new Vector3((x * 420) - 420, ((stageHeight - 1) * 600) - 2400, 0)), Quaternion.identity);
            rs.LinkRestNode(Levels[stageHeight - 1, x].GetComponent <Button>());
        }

        //Boss
        Levels[stageHeight, 1] = Instantiate(BossNode, new Vector3(0, 0, 0), Quaternion.identity);
        Levels[stageHeight, 1].gameObject.name = "Node" + stageHeight + "1";
        Levels[stageHeight, 1].transform.SetParent(NodeContainer.transform);
        Levels[stageHeight, 1].transform.SetPositionAndRotation((Levels[stageHeight, 1].transform.parent.position + new Vector3((1 * 420) - 420, (stageHeight * 600) - 2400, 0)), Quaternion.identity);
        Levels[stageHeight, 1].GetComponent <Button>().interactable = false;
        bss.LinkBossNode(Levels[stageHeight, 1].GetComponent <Button>());
        //Disable nodes above first row
        for (int y = 1; y < stageHeight; y++)
        {
            for (int x = 0; x < stageLength; x++)
            {
                Levels[y, x].GetComponent <Button>().interactable = false;
            }
        }
        //connecting lines? Not sure yet how to do
        //for (int y = 0; y < 2; y++)
        //{
        //    for (int x = 0; x < 3; x++)
        //    {
        //    }
        //}
    }