public void DebugConstructHut(Transform dummyObjTransform)
    {
        var hutRotation = dummyObjTransform.rotation;
        var hutPosition = dummyObjTransform.position;

        // Instantiation
        HutNode hutNode = CreateResidence <HutNode>(VillageData.hutPrefab, hutPosition, hutRotation, residenceName: defaultHutName);

        // TODO: Replace with sophisticated initialization

        hutNode.SetUpArea(hutNode.transform, hutDimensions);
    }
Esempio n. 2
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    public INode DuplicateNode(bool selfLink = false)
    {
        GameObject newObject = Instantiate(gameObject);
        HutNode    newNode   = newObject.AddComponent <HutNode>();

        newNode.SetUp(name);
        foreach (var link in Linked)
        {
            newNode.AddLink(link);
        }
        if (selfLink)
        {
            newNode.AddLink(this);
        }
        return(newNode);
    }
    public void DebugSnapToAndConstructHut(Transform dummyObjTransform, IArea collidingArea)
    {
        var tiledArea = collidingArea.TiledArea;

        dummyObjTransform.rotation = tiledArea.centerTransform.rotation;
        var tempArea    = new TempArea(dummyObjTransform, hutDimensions);
        var newPosition = tiledArea.SnapToClosestOpenSpace(tempArea);

        dummyObjTransform.position = newPosition;
        var newCollidingArea = FindAreaIfWithinAny(newPosition);

        Debug.Log($"Is snapped area part of a residence area? {!(newCollidingArea is null)}");

        var hutRotation = dummyObjTransform.rotation;
        var hutPosition = dummyObjTransform.position;

        // Instantiation
        HutNode hutNode = CreateResidence <HutNode>(VillageData.hutPrefab, hutPosition, hutRotation, parentTiledArea: tiledArea, residenceName: defaultHutName);

        // TODO: Replace with sophisticated initialization
        hutNode.SetUpArea(hutNode.transform, hutDimensions);

        tiledArea.AddArea(hutNode);
    }
    void GenerateHut(int numberOfResidents)
    {
        TiledArea newTiledArea = null;
        // Strategy: A hut is spawned in a circular radius around the center of the village.
        Vector3 hutPosition = UtilityFunctions.GetRandomVector3(transform.position, VillageData.hutSpawnRange);

        // Ensure no blockage by existing huts
        var dummyObj = new GameObject("Dummy Object");

        dummyObj.transform.position = hutPosition;
        var dummyArea = new TempArea(dummyObj.transform, hutDimensions);

        var collidingArea = FindAreaIfColliding(dummyArea);

        bool snappingOccurred = false;

        while (!(collidingArea is null))
        {
            var collidingTiledArea = collidingArea.TiledArea;
            hutPosition = collidingTiledArea.SnapToClosestOpenSpace(dummyArea);
            dummyObj.transform.position = hutPosition;
            collidingArea = FindAreaIfColliding(dummyArea);
            if (collidingArea is null)
            {
                snappingOccurred = true;
                newTiledArea     = collidingTiledArea;
                break;
            }
            hutPosition = UtilityFunctions.GetRandomVector3(transform.position, VillageData.hutSpawnRange);
            dummyObj.transform.position = hutPosition;
            collidingArea = FindAreaIfColliding(dummyArea);
        }

        // Checked for collision with existing hut

        // Orientation of the hut will be towards village center
        // But, if adding to an existing TiledArea, use that orientation instead

        if (snappingOccurred)
        {
            dummyObj.transform.rotation = newTiledArea.centerTransform.rotation;
        }
        else
        {
            var hutForward = transform.position - hutPosition;
            // Allignment
            dummyObj.transform.forward = hutForward;
        }

        // Instantiation
        HutNode hutNode = CreateResidence <HutNode>(VillageData.hutPrefab, hutPosition, dummyObj.transform.rotation, parentTiledArea: newTiledArea, residenceName: defaultHutName);

        Destroy(dummyObj);

        // TODO: Replace with sophisticated initialization


        // Pick a random subset of unhoused residents.
        var newResidents = RandomTools.RandomSubset(UnhousedVillagers.ToList(), numberOfResidents);

        hutNode.AddResidents(newResidents.Cast <INode>().ToList());
        hutNode.SetUpArea(hutNode.transform, hutDimensions);
        // Snap villagers to near the hut. Also rename them
        foreach (var villager in newResidents)
        {
            // spawn villager close to the hut
            var villagerSpawnDimensions = new Vector2(hutDimensions.x, hutDimensions.z);
            // spawn villager in the 2-D rectangular boundary around the hut, in the xz plane
            var villagerSpawnPosition = UtilityFunctions.GetRandomBoundaryPoint(villagerSpawnDimensions);
            // The rectangular boundary is oriented using transform.right and transform.forward
            villager.transform.position = hutNode.transform.position + hutNode.transform.forward * villagerSpawnPosition.x + hutNode.transform.right * villagerSpawnPosition.y;
            UtilityFunctions.PutObjectOnGround(villager.transform);
            // TODO set up regulated name/gameObject name schemes, so that gameObject name and actual name always match
            villager.gameObject.name = $"{villager.Name}";
        }

        UnhousedVillagers.ExceptWith(newResidents);
    }