Esempio n. 1
0
    void GenPrefabMaze()
    {
        if (MapConfig != null)
        {
            mazeGen.RemoveDeadEndsIterations = MapConfig.RemoveDeadEndsIterations;
            mazeGen.DeadCells            = MapConfig.DeadCells;
            mazeGen.loopPercent          = MapConfig.loopPercent;
            mazeGen.windyOrRandomPercent = MapConfig.windyOrRandomPercent;
            mazeGen.Visited = new bool[MapConfig.width, MapConfig.height];

            mapData.width  = MapConfig.width;
            mapData.height = MapConfig.height;
            mapData.Map    = new int[MapConfig.width, MapConfig.height];

            MaxLargeRooms = MapConfig.MaxLargeRooms;
            Items         = MapConfig.Items;
        }

        mapsGenerated++;

        if (mapData.LargeRoomPositions == null)
        {
            mapData.LargeRoomPositions = new List <MapPos>();
        }
        else
        {
            mapData.LargeRoomPositions.Clear();
        }

        getFiles();

        mazeGen.Generate(mapData.RandomEven(0, mapData.width - 1), mapData.RandomEven(0, mapData.height - 1));
        InitLargeRooms();
        CutExcessLargeRooms();

        // dead ends are a problem in maps that can contain nothing but loops. (StackOverflow Exception)
        // they suck as a starting location. usefull for and end location.
        if (mazeGen.DeadEnds.Count != 0)
        {
            //start/end location wont allways spawn now because there isnt always dead ends.
            GameObject player = GameObject.FindGameObjectWithTag("Player");
            GameObject cam    = GameObject.FindGameObjectWithTag("MainCamera");
            StartPos = mazeGen.DeadEnds[mapData.RandomEven(0, mazeGen.DeadEnds.Count - 1)];
            print("Start Pos: " + StartPos.ToString());
            findmapend(StartPos);
            player.transform.position = new Vector3((((StartPos.x * MapData.ROOMWIDTH) / 2) + (MapData.ROOMWIDTH / 2)), (((StartPos.y * MapData.ROOMHEIGHT) / 2) - (MapData.ROOMHEIGHT / 2)), 0);
            cam.transform.position    = new Vector3((((StartPos.x * MapData.ROOMWIDTH) / 2) + (MapData.ROOMWIDTH / 2)), (((StartPos.y * MapData.ROOMHEIGHT) / 2) - (MapData.ROOMHEIGHT / 2)), -10);
        }
        else
        {
            if (mapsGenerated < 10)
            {
                GenPrefabMaze();
            }
        }
        GenPrefabs();
    }
Esempio n. 2
0
    MapPos findmapend(MapPos startpos)
    {
        MapPos f       = new MapPos(-1, -1);
        MapPos endPos  = f;
        int    endDist = 0;

        foreach (MapPos deadend in mazeGen.DeadEnds)
        {
            int newdist = (int)Mathf.Abs(startpos.x - deadend.x) + (int)Mathf.Abs(startpos.y - deadend.y);
            if (endPos.Equals(f) || endDist < newdist)
            {
                endPos  = deadend;
                endDist = newdist;
            }
        }
        print("End Pos: " + endPos.ToString());
        print("Dist to End: " + endDist.ToString());
        return(endPos);
    }