Esempio n. 1
0
    public void GenerateMapOnTop(bool isFirst)
    {
        //initializing
        if (transform.parent.gameObject.GetComponentInChildren <EnterController>().isAlreadyActivated)
        {
            return;
        }
        int offsetLayout = 0;

        if (isFirst)
        {
            offsetLayout = LevelHandler.instance.levelLayoutsCreated.Count - 1;
        }



        for (int i = 1; i < LevelHandler.instance.numberOfMapToGenerate; i++)
        {
            ///



            int number = Random.Range(0, upwardPossibilities.Length);
            CurrentDirection randomDirection = upwardPossibilities[number];
            Transform        currentParent   = LevelHandler.instance.levelLayoutsCreated[i - 1 + offsetLayout].gameObject.transform;

            Transform     currentAnchor      = currentParent.GetComponentInChildren <LevelGenerator>().nextLayoutAnchor;
            BoxCollider2D currentBoxCollider = LevelHandler.instance.levelLayoutsCreated[i - 1 + offsetLayout].GetComponentInChildren <LevelGenerator>().borderCollider;

            if (LevelHandler.instance.currentDirection == CurrentDirection.UP)
            {
                float desiredY = currentAnchor.position.y;
                float desiredX = currentAnchor.position.x;
                Debug.Log(currentParent);

                GameObject     newLayout          = Instantiate(GameAssets.i.GetDesiredLevelLayout(randomDirection, LevelHandler.instance.levelType).levelLayOutPrefab, new Vector3(desiredX, desiredY), Quaternion.identity);
                LevelGenerator newLayoutGenerator = newLayout.GetComponentInChildren <LevelGenerator>();
                newLayoutGenerator.Awake();
                newLayoutGenerator.pivotAnchor.position = new Vector2(desiredX, desiredY);
                newLayoutGenerator.levelGeneratorID     = +levelGeneratorID + i;
                newLayoutGenerator.Initialize();
                ChangeNextLayoutBackgroundLayers(newLayoutGenerator.backgroundSprites, currentParent.GetComponentInChildren <LevelGenerator>().backgroundSprites.Last().sortingOrder, i);
                newLayoutGenerator.PostInitialize();
                newLayout.name = "LevelLayout-" + (this.levelGeneratorID + 2) + "(" + GameAssets.i.GetDesiredLevelLayout(randomDirection, LevelHandler.instance.levelType).direction + ")" + GameAssets.i.GetDesiredLevelLayout(randomDirection, LevelHandler.instance.levelType).type;
                SendLastGeneratedLevel(newLayoutGenerator, GameAssets.i.GetDesiredLevelLayout(randomDirection, LevelHandler.instance.levelType).direction);
                if (i != (int)LevelHandler.instance.numberOfMapToGenerate - LevelHandler.instance.whenToGenerateMoreMaps)
                {
                    newLayout.GetComponentInChildren <EnterController>().isAlreadyActivated = true;
                }
                LevelHandler.instance.LevelAdded(newLayout, newLayoutGenerator, "Up");
            }
            else if (LevelHandler.instance.currentDirection == CurrentDirection.RIGHT)
            {
                float desiredY = currentAnchor.position.y;
                float desiredX = currentAnchor.position.x;


                GameObject newLayout = Instantiate(GameAssets.i.GetDesiredLevelLayout(randomDirection, LevelHandler.instance.levelType).levelLayOutPrefab, new Vector3(desiredX, desiredY), Quaternion.identity);

                LevelGenerator newLayoutGenerator = newLayout.GetComponentInChildren <LevelGenerator>();
                newLayoutGenerator.Awake();
                newLayoutGenerator.pivotAnchor.position = new Vector2(desiredX, desiredY);
                newLayoutGenerator.levelGeneratorID     = +levelGeneratorID + i;
                newLayoutGenerator.Initialize();
                ChangeNextLayoutBackgroundLayers(newLayoutGenerator.backgroundSprites, currentParent.GetComponentInChildren <LevelGenerator>().backgroundSprites.Last().sortingOrder, i);
                newLayoutGenerator.PostInitialize();
                newLayout.name = "LevelLayout-" + (this.levelGeneratorID + 2) + "(" + GameAssets.i.GetDesiredLevelLayout(randomDirection, LevelHandler.instance.levelType).direction + ")" + GameAssets.i.GetDesiredLevelLayout(randomDirection, LevelHandler.instance.levelType).type;
                SendLastGeneratedLevel(newLayoutGenerator, GameAssets.i.GetDesiredLevelLayout(randomDirection, LevelHandler.instance.levelType).direction);
                if (i != (int)LevelHandler.instance.numberOfMapToGenerate - LevelHandler.instance.whenToGenerateMoreMaps)
                {
                    newLayout.GetComponentInChildren <EnterController>().isAlreadyActivated = true;
                }
                LevelHandler.instance.LevelAdded(newLayout, newLayoutGenerator, "Right");
            }
            else if (LevelHandler.instance.currentDirection == CurrentDirection.LEFT)
            {
                float desiredY = currentAnchor.position.y;
                float desiredX = currentAnchor.position.x;


                GameObject newLayout = Instantiate(GameAssets.i.GetDesiredLevelLayout(randomDirection, LevelHandler.instance.levelType).levelLayOutPrefab, new Vector3(desiredX, desiredY), Quaternion.identity);

                LevelGenerator newLayoutGenerator = newLayout.GetComponentInChildren <LevelGenerator>();
                newLayoutGenerator.Awake();
                newLayoutGenerator.pivotAnchor.position = new Vector2(desiredX, desiredY);
                newLayoutGenerator.levelGeneratorID     = +levelGeneratorID + i;
                newLayoutGenerator.Initialize();
                ChangeNextLayoutBackgroundLayers(newLayoutGenerator.backgroundSprites, currentParent.GetComponentInChildren <LevelGenerator>().backgroundSprites.Last().sortingOrder, i);
                newLayoutGenerator.PostInitialize();
                newLayout.name = "LevelLayout-" + (this.levelGeneratorID + 2) + "(" + GameAssets.i.GetDesiredLevelLayout(randomDirection, LevelHandler.instance.levelType).direction + ")" + GameAssets.i.GetDesiredLevelLayout(randomDirection, LevelHandler.instance.levelType).type;
                SendLastGeneratedLevel(newLayoutGenerator, GameAssets.i.GetDesiredLevelLayout(randomDirection, LevelHandler.instance.levelType).direction);
                if (i != (int)LevelHandler.instance.numberOfMapToGenerate - LevelHandler.instance.whenToGenerateMoreMaps)
                {
                    newLayout.GetComponentInChildren <EnterController>().isAlreadyActivated = true;
                }
                LevelHandler.instance.LevelAdded(newLayout, newLayoutGenerator, "Left");
            }
        }
    }