Esempio n. 1
0
    private IEnumerator BuildGameTask(Stack <GameRay> rayStack)
    {
        Stack <GameRay> testRayStack = new Stack <GameRay> ();

        while (rayStack.Count > 0)
        {
            GameRay ray = rayStack.Pop();

            // double check not already created
            if (gameRoot.transform.FindChild(BuildTileName("tile", ray.origin)) != null)
            {
                throw new Exception("PROBLEM!");
            }

            CreateGameTile(ray);

            PushGameDirections(testRayStack, ray.origin);

            ProcessGameStack(rayStack, testRayStack, ray);

            if (Application.isPlaying)
            {
                yield return(new WaitForSeconds(stepDelay));
            }
            else
            {
                yield return(null);
            }
        }

        Debug.Log(gameObject.name + " build game complete.");
    }
Esempio n. 2
0
    private void CreateGameTile(GameRay ray)
    {
        //HACKy... =P
        string leftTile    = BuildTileName("tile", ray.origin + (Vector3.left * gameStep));
        string rightTile   = BuildTileName("tile", ray.origin + (Vector3.right * gameStep));
        string backTile    = BuildTileName("tile", ray.origin + (Vector3.back * gameStep));
        string forwardTile = BuildTileName("tile", ray.origin + (Vector3.forward * gameStep));

        string leftGame    = BuildTileName("game", ray.origin + (Vector3.left * gameStep));
        string rightGame   = BuildTileName("game", ray.origin + (Vector3.right * gameStep));
        string backGame    = BuildTileName("game", ray.origin + (Vector3.back * gameStep));
        string forwardGame = BuildTileName("game", ray.origin + (Vector3.forward * gameStep));

        Transform mazeXform = mazeRoot.transform;
        Transform gameXform = gameRoot.transform;

        bool hasLeftTile    = mazeXform.FindChild(leftTile) != null;
        bool hasRightTile   = mazeXform.FindChild(rightTile) != null;
        bool hasBackTile    = mazeXform.FindChild(backTile) != null;
        bool hasForwardTile = mazeXform.FindChild(forwardTile) != null;

        bool hasLeftGame    = gameXform.FindChild(leftGame) != null;
        bool hasRightGame   = gameXform.FindChild(rightGame) != null;
        bool hasBackGame    = gameXform.FindChild(backGame) != null;
        bool hasForwardGame = gameXform.FindChild(forwardGame) != null;

        bool hasLeft    = hasLeftTile || hasLeftGame;
        bool hasRight   = hasRightTile || hasRightGame;
        bool hasBack    = hasBackTile || hasBackGame;
        bool hasForward = hasForwardTile || hasForwardGame;

        int count = 0;

        count = hasLeft ? count + 1 : count;
        count = hasRight ? count + 1 : count;
        count = hasBack ? count + 1 : count;
        count = hasForward ? count + 1 : count;

        if (count == 3)
        {
            if ((!hasLeft && hasRightGame) ||
                (!hasRight && hasLeftGame) ||
                (!hasBack && hasForwardGame) ||
                (!hasForward && hasBackGame))
            {
                CreateGameWall(ray);
            }
            else
            {
                CreateGameCorner(ray);
            }
        }
        else
        {
            CreateGameCorner(ray);
        }
    }
Esempio n. 3
0
    private void CreateGameWall(GameRay ray)
    {
        if (wallGamePrefab == null)
        {
            throw new InvalidOperationException("Wall prefab should not be null");
        }

        GameObject obj      = GameObject.Instantiate(wallGamePrefab);
        Transform  objXform = obj.transform;

        obj.name          = BuildTileName("game", ray.origin);
        objXform.position = ray.origin + cornerOffset;
        objXform.forward  = ray.dir;
        objXform.parent   = gameRoot.transform;
    }
Esempio n. 4
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    private void BuildGameCore(GameRay ray)
    {
        Stack <GameRay> stack = new Stack <GameRay> ();

        stack.Push(ray);

        if (Application.isPlaying)
        {
            StartCoroutine(BuildGameTask(stack));
        }
        else
        {
            //HACK: editor doesn't support coroutines
            IEnumerator e = BuildGameTask(stack);
            while (e.MoveNext())
            {
            }
        }
    }
Esempio n. 5
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    private void ProcessGameStack(Stack <GameRay> rayStack, Stack <GameRay> testRayStack, GameRay ray)
    {
        Transform mazeXform = mazeRoot.transform;
        Transform gameXform = gameRoot.transform;

        while (testRayStack.Count > 0)
        {
            GameRay testRay = testRayStack.Pop();

            string nameTile = BuildTileName("tile", testRay.origin + (testRay.dir * gameStep));
            string nameGame = BuildTileName("game", testRay.origin + (testRay.dir * gameStep));

            bool has = (mazeXform.FindChild(nameTile) != null) || (gameXform.FindChild(nameGame) != null);

            if (!has)
            {
                rayStack.Push(new GameRay(testRay.origin + (testRay.dir * gameStep), testRay.dir));
            }
        }
    }
Esempio n. 6
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    private bool ProcessStacks(Stack <GameRay> stack, Stack <GameRay> queue)
    {
        while (queue.Count > 0)
        {
            GameRay testRay = queue.Pop();

            RaycastHit info;
            if (!Physics.Raycast(testRay.origin, testRay.dir, out info, step))
            {
                Debug.DrawRay(testRay.origin, testRay.dir * step, Color.green, stepDelay * 10f);
                //					Debug.Log("miss: " + origin + ", " + (dir * step));
                stack.Push(new GameRay(testRay.origin + (testRay.dir * step), testRay.dir));
                return(true);
            }
            else
            {
                //					Debug.LogWarning("hit: " + info.collider.name + ", " + origin + ", " + (dir * step));
                Debug.DrawRay(testRay.origin, testRay.dir * step, Color.red, stepDelay * 10f);
            }
        }

        return(false);
    }
Esempio n. 7
0
    private void CreateCorner(GameRay ray)
    {
        {
            if (cornerPrefab == null)
            {
                throw new InvalidOperationException("Corner prefab should not be null");
            }

            GameObject obj      = GameObject.Instantiate(cornerPrefab);
            Transform  objXform = obj.transform;

            Vector3 origin = ray.origin;

            obj.name          = BuildTileName("tile", origin);
            objXform.position = origin;
            objXform.forward  = ray.dir;
            objXform.parent   = mazeRoot.transform;
        }

        {
            if (wallPrefab == null)
            {
                throw new InvalidOperationException("Wall prefab should not be null");
            }

            GameObject obj      = GameObject.Instantiate(wallPrefab);
            Transform  objXform = obj.transform;

            Vector3 origin = ray.origin + (ray.dir * -1f * gameStep);

            obj.name          = BuildTileName("tile", origin);
            objXform.position = origin;
            objXform.forward  = ray.dir;
            objXform.parent   = mazeRoot.transform;
        }
    }