Esempio n. 1
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    public GameObject PlaceMapPrefab(string prefabName, int tileX, int tileY, int collisionMapMark = WALKABLEMAP_DONT_MARK, float yOffset = 0f, bool floor = false)
    {
        GameObject newItem = GameObject.Instantiate(PrefabManager.instance.PrefabByName(prefabName), transform);

        newItem.transform.SetParent(transform);
        newItem.transform.position = new Vector3(tileX, yOffset, -tileY);

        if (collisionMapMark == WALKABLEMAP_USE_PREFAB_MARK)
        {
            int mark = newItem.GetComponent <SimpleMovement>().uniqueCollisionIdentity;
            mCollisionMap.MarkSpace(tileX, tileY, mark);
        }
        else if (collisionMapMark != WALKABLEMAP_DONT_MARK)
        {
            mCollisionMap.MarkSpace(tileX, tileY, collisionMapMark);
        }

        if (floor)
        {
            mFloorTiles.Add(new Vector2Int(tileX, tileY), newItem);
        }
        else
        {
            ClearFloorDecorations(tileX, tileY);
        }

        return(newItem);
    }
Esempio n. 2
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    public void SpawnCops(RandomDungeon dungeon, CollisionMap collisionMap, Vector2 avatarStartPosition)
    {
        List <Vector2Int> walkablePositions = collisionMap.EmptyPositions();

        walkablePositions.RemoveAll((pos) => VectorHelper.OrthogonalDistance(pos, avatarStartPosition) < 10);

        // Spawn a few cops in the level
        int numCops = Random.Range(3, 6);

        for (int i = 0; i < numCops; ++i)
        {
            if (walkablePositions.Count == 0)
            {
                return;
            }

            string     enemy    = (Random.Range(0, 2) == 0 ? "CopRanged" : "CopMelee");
            GameObject newEnemy = GameObject.Instantiate(PrefabManager.instance.PrefabByName(enemy));
            Vector2Int pos2     = walkablePositions[Random.Range(0, walkablePositions.Count)];
            walkablePositions.Remove(pos2);
            Vector3 pos = MapCoordinateHelper.MapToWorldCoords(pos2);
            newEnemy.transform.position = pos;
            collisionMap.MarkSpace(pos2.x, pos2.y, newEnemy.GetComponent <SimpleMovement>().uniqueCollisionIdentity);
        }
    }
Esempio n. 3
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    protected override IEnumerator ActivationCoroutine()
    {
        yield return(base.ActivationCoroutine());

        if (WasAccepted())
        {
            NumberPopupGenerator.instance.GeneratePopup(gameObject, "Strength Increased", NumberPopupReason.Good);

            CharacterStatModifier modifier = Game.instance.playerStats.gameObject.AddComponent <CharacterStatModifier>();
            modifier.SetRelativeModification(CharacterStatType.Strength, 2);

            CollisionMap collisionMap = GameObject.FindObjectOfType <CollisionMap>();

            // Spawn a bunch of enemies and give the player more strength.
            List <Vector2Int> walkablePositions = new List <Vector2Int>();
            Vector2Int        playerPosition    = MapCoordinateHelper.WorldToMapCoords(Game.instance.avatar.transform.position);

            for (int xOffset = -4; xOffset <= 4; ++xOffset)
            {
                for (int yOffset = -4; yOffset <= 4; ++yOffset)
                {
                    if (Mathf.Abs(xOffset) < 2 || Mathf.Abs(yOffset) < 2)
                    {
                        continue;
                    }

                    int x = playerPosition.x + xOffset;
                    int y = playerPosition.y + yOffset;
                    if (collisionMap.SpaceMarking(x, y) == 0)
                    {
                        walkablePositions.Add(new Vector2Int(x, y));
                    }
                }
            }

            DungeonFloorData data = CurrentDungeonFloorData();

            int numEnemies = 5;

            for (int i = 0; i < numEnemies; ++i)
            {
                if (walkablePositions.Count == 0)
                {
                    continue;
                }

                string     enemy    = data.enemyData.rareEnemy.name;
                GameObject newEnemy = GameObject.Instantiate(PrefabManager.instance.PrefabByName(enemy));
                Vector2Int pos2     = walkablePositions[Random.Range(0, walkablePositions.Count)];
                walkablePositions.Remove(pos2);
                Vector3 pos = MapCoordinateHelper.MapToWorldCoords(pos2);
                newEnemy.transform.position = pos;
                collisionMap.MarkSpace(pos2.x, pos2.y, newEnemy.GetComponent <SimpleMovement>().uniqueCollisionIdentity);
            }
        }

        yield break;
    }
Esempio n. 4
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    public override void Activate(GameObject caster)
    {
        base.Activate(caster);

        // Find a walkable tile nearby that is empty and move there immediately, then play an effect.
        CollisionMap collisionMap = GameObject.FindObjectOfType<CollisionMap>();

        int x = Mathf.RoundToInt(Game.instance.avatar.transform.position.x);
        int y = Mathf.RoundToInt(Game.instance.avatar.transform.position.z);
        y = -y;

        List<Vector2Int> viablePositions = new List<Vector2Int>();
        for (int xOffset = -13; xOffset <= 13; ++xOffset)
        {
            for (int yOffset = -13; yOffset <= 13; ++yOffset)
            {
                int testX = x + xOffset;
                int testY = y + yOffset;
                if (testX >= 0 && testY >= 0 && testX < collisionMap.width && testY < collisionMap.height &&
                    collisionMap.SpaceMarking(testX, testY) == 0)
                {
                    viablePositions.Add(new Vector2Int(testX, testY));
                }
            }
        }

        if (viablePositions.Count == 0)
            return;


        Vector2Int pos = viablePositions.Sample();

        collisionMap.RemoveMarking(Game.instance.avatar.commonComponents.simpleMovement.uniqueCollisionIdentity);
        collisionMap.MarkSpace(pos.x, pos.y, Game.instance.avatar.GetComponent<SimpleMovement>().uniqueCollisionIdentity);

        Game.instance.avatar.transform.position = new Vector3(pos.x, 0, -pos.y);
        Game.instance.avatar.follower.transform.position = Game.instance.avatar.transform.position + new Vector3(-0.25f, 0f, 0.25f);

        GameObject effect = PrefabManager.instance.InstantiatePrefabByName("CFX2_WWExplosion_C");
        effect.transform.position = Game.instance.avatar.transform.position;
        effect.AddComponent<DestroyAfterTimeElapsed>().time = 2f;

        Game.instance.soundManager.PlaySound("teleport");
    }
Esempio n. 5
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    private void SummonEnemy(Vector2Int mapPos)
    {
        // Only summon here if this position is still empty
        if (mCollisionMap.SpaceMarking(mapPos.x, mapPos.y) != 0)
        {
            return;
        }

        string enemy = summonedEntities.Sample().name;

        GameObject newEnemy = GameObject.Instantiate(PrefabManager.instance.PrefabByName(enemy), Game.instance.levelGenerator.transform);
        Vector2Int pos2     = mapPos;
        Vector3    pos      = MapCoordinateHelper.MapToWorldCoords(pos2);

        newEnemy.transform.position = pos;
        mCollisionMap.MarkSpace(mapPos.x, mapPos.y, newEnemy.GetComponent <SimpleMovement>().uniqueCollisionIdentity);

        mSummonedEntities.Add(newEnemy);
    }
Esempio n. 6
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    public override void Activate(GameObject caster)
    {
        base.Activate(caster);

        // Find a valid spot beside the player and spawn the decoy
        CollisionMap map = GameObject.FindObjectOfType <CollisionMap>();

        if (map == null)
        {
            return;
        }

        Vector2Int playerPos = MapCoordinateHelper.WorldToMapCoords(Game.instance.avatar.transform.position);
        Vector2Int decoyPos  = FindEmptyNearbyPosition(playerPos, map);

        GameObject decoy = PrefabManager.instance.InstantiatePrefabByName("Decoy");

        decoy.name = "Decoy";
        decoy.transform.position = MapCoordinateHelper.MapToWorldCoords(decoyPos);
        decoy.GetComponentInChildren <CharacterModel>().ChangeModel(Game.instance.followerData);
        map.MarkSpace(decoyPos.x, decoyPos.y, decoy.GetComponent <SimpleMovement>().uniqueCollisionIdentity);
    }
Esempio n. 7
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    private void TeleportIfPossible()
    {
        CollisionMap      collisionMap    = Game.instance.levelGenerator.collisionMap;
        List <Vector2Int> viablePositions = collisionMap.EmptyPositionsNearPosition(mTeleportTarget, 1);

        if (viablePositions.Count == 0)
        {
            return;
        }

        Vector2Int newTarget = viablePositions.Find(i => (i.x == mTeleportTarget.x && i.y == mTeleportTarget.y + 1));

        if (newTarget.x != 0 || newTarget.y != 0)
        {
            mTeleportTarget = newTarget;
        }
        else
        {
            mTeleportTarget = viablePositions[0];
        }

        Vector2Int currentPos = MapCoordinateHelper.WorldToMapCoords(transform.position);

        if (!collisionMap.RemoveMarking(commonComponents.simpleMovement.uniqueCollisionIdentity))
        {
            Debug.LogError("CM error in PlayerController");
        }

        collisionMap.MarkSpace(mTeleportTarget.x, mTeleportTarget.y, commonComponents.simpleMovement.uniqueCollisionIdentity);

        Game.instance.avatar.transform.position          = MapCoordinateHelper.MapToWorldCoords(mTeleportTarget);
        Game.instance.avatar.follower.transform.position = Game.instance.avatar.transform.position + new Vector3(-0.25f, 0f, 0.25f);

        GameObject effect = PrefabManager.instance.InstantiatePrefabByName("CFX2_WWExplosion_C");

        effect.transform.position = Game.instance.avatar.transform.position;
        effect.AddComponent <DestroyAfterTimeElapsed>().time = 2f;
    }
Esempio n. 8
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    public void SpawnDebris(RandomDungeon dungeon, CollisionMap collisionMap, Vector2 avatarStartPosition)
    {
        List <Vector2Int> positions = collisionMap.EmptyPositions();

        positions.RemoveAll((pos) => VectorHelper.OrthogonalDistance(pos, avatarStartPosition) < 3);

        int numDebris = Random.Range(positions.Count / 5, positions.Count / 4);

        for (int i = 0; i < numDebris; ++i)
        {
            if (positions.Count == 0)
            {
                return;
            }

            Vector2Int pos = positions.Sample();

            // todo bdsowers - ensure that this position is valid
            GameObject newDebris = PrefabManager.instance.InstantiatePrefabByName(PrefabManager.instance.debrisPrefabs.Sample().name);
            newDebris.transform.position = MapCoordinateHelper.MapToWorldCoords(pos);
            collisionMap.MarkSpace(pos.x, pos.y, newDebris.GetComponent <SimpleMovement>().uniqueCollisionIdentity);
            positions.Remove(pos);
        }
    }
Esempio n. 9
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    public void Teleport(bool playerCentric = false)
    {
        teleportTimer = teleportCooldown;

        CollisionMap collisionMap = GameObject.FindObjectOfType <CollisionMap>();

        Vector2Int pos = MapCoordinateHelper.WorldToMapCoords(transform.position);

        if (playerCentric)
        {
            pos = MapCoordinateHelper.WorldToMapCoords(Game.instance.avatar.transform.position);
        }

        List <Vector2Int> viablePositions = new List <Vector2Int>();

        for (int xOffset = -teleportMaxDistance; xOffset <= teleportMaxDistance; ++xOffset)
        {
            for (int yOffset = -teleportMaxDistance; yOffset <= teleportMaxDistance; ++yOffset)
            {
                if (playerCentric)
                {
                    if (xOffset != 0 && yOffset != 0)
                    {
                        continue;
                    }
                }

                int teleDist = Mathf.Abs(xOffset) + Mathf.Abs(yOffset);
                if (teleDist < teleportMinDistance || teleDist > teleportMaxDistance)
                {
                    continue;
                }

                int testX = pos.x + xOffset;
                int testY = pos.y + yOffset;
                if (testX >= 0 && testY >= 0 && testX < collisionMap.width && testY < collisionMap.height &&
                    collisionMap.SpaceMarking(testX, testY) == 0)
                {
                    viablePositions.Add(new Vector2Int(testX, testY));
                }
            }
        }

        if (viablePositions.Count == 0)
        {
            return;
        }


        Vector2Int targetPos = viablePositions.Sample();

        collisionMap.RemoveMarking(GetComponent <SimpleMovement>().uniqueCollisionIdentity);
        collisionMap.MarkSpace(targetPos.x, targetPos.y, GetComponent <SimpleMovement>().uniqueCollisionIdentity);

        Vector3 previousPosition = transform.position;

        transform.position = new Vector3(targetPos.x, 0, -targetPos.y);

        GameObject effect = PrefabManager.instance.InstantiatePrefabByName("CFX2_WWExplosion_C");

        effect.transform.position = previousPosition;
        effect.AddComponent <DestroyAfterTimeElapsed>().time = 2f;
        effect.transform.localScale = Vector3.one * 0.75f;
        Speedup(effect);

        GameObject effect2 = PrefabManager.instance.InstantiatePrefabByName("CFX2_WWExplosion_C");

        effect2.transform.position = transform.position;
        effect2.AddComponent <DestroyAfterTimeElapsed>().time = 2f;
        effect2.transform.localScale = Vector3.one * 0.75f;
        Speedup(effect2);

        Game.instance.soundManager.PlaySound("teleport");
    }
Esempio n. 10
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    public void MarkSpaceUnwalkable()
    {
        Vector2Int pos = MapCoordinateHelper.WorldToMapCoords(transform.position);

        mCollisionMap.MarkSpace(pos.x, pos.y, uniqueCollisionIdentity);
    }