void Start() { // FIXME is new object the way to go?? Or scriptable object without new keyword?? Or static?? MazeFrameCreator mazeFrameCreator = new MazeFrameCreatorMeshIcosahedron(2, 4) { Scale = new Vector3(10, 10, 10), Jitter = 0f }; mazeFrame = mazeFrameCreator.GenerateEmptyMazeFrame(); for (int i = 0; i <= 3; i++) { mazeFrame.SetActiveQuadrant(i); mazeFrameCreator.GenerateMaze(ref mazeFrame); mazeFrame.SetOnShortestPath(mazeFrame.Quadrants[i], i); // HACKY } mazeFrame.ActivateAllNodes(); //mazeFrame.KeepOnlyShortestPathConnections(); mazeFrame.AddOffsetStartAndEndNodes(Vector3.Scale(Vector3.forward, mazeFrameCreator.Scale) * 3, true); mazeFrame.AddPathSegments(); //mazeFrameSplines = new MazeFrameSplines(mazeFrame); //GameObject mazeObjects = null; //MazePopulator.PopulateWithSplineFittedBars(mazeFrame, ref mazeFrameSplines, ref mazeObjects, new Vector3(2, .15f, 1)); //GameObject player = null; //GameObject cameraRig = null; //MazePopulator.PlacePlayerAndCamera(ref player, ref cameraRig, mazeFrame.StartNode.Position + (Vector3.Scale(Vector3.forward, mazeFrameCreator.Scale) * 1.5f)); }
private IEnumerator BuildNewMaze() { float mazeFrameElementsBuilt = 0; mazeFrameMeshesArePresent = false; // Initialize maze creator MazeFrameCreator mazeFrameCreator = null; switch (mazeShape) { case 0: { mazeFrameCreator = new MazeFrameCreatorSquare3D(mazeSize, nQuadrants) { Scale = mazeScale, Jitter = mazeJitter }; break; } case 1: { mazeFrameCreator = new MazeFrameCreatorMeshIcosahedron(nDivisions, nQuadrants) { Scale = mazeScale, Jitter = mazeJitter }; break; } } // Set random seed selector System.Random randGen = new ConsistentRandom(); // Randomize order of difficulties int[] randomQuadrantIndices = Utilities.RandomIndices(nQuadrants); // Generate maze! if (nQuadrants != 0 && nQuadrants != difficulties.Length) { throw new System.ArgumentException("When using quadrants, nQuadrants and nDifficulties should be equal."); } List <MazeFrame> singleMazeFrames = new List <MazeFrame>(difficulties.Length); for (int iDifficulty = 0; iDifficulty < difficulties.Length; iDifficulty++) { List <MazeFrame> singleFrameSections = new List <MazeFrame>(nSections); for (int iSections = 0; iSections < nSections; iSections++) { // Create sections int quadrantInd; //if (nQuadrants != 0) { quadrantInd = iDifficulty; } if (nQuadrants != 0) { quadrantInd = randomQuadrantIndices[iDifficulty]; } else { quadrantInd = 0; } MazeFrame currSection = null; int currDifficulty = difficulties[iDifficulty]; int currSeedInd = randGen.Next(seedData[quadrantInd].seeds[currDifficulty].Length); mazeFrameCreator.RandomSeed = seedData[quadrantInd].seeds[currDifficulty][currSeedInd]; //mazeFrameCreator.RandomSeed = seedData[quadrantInd].seeds[iDifficulty][iSections]; if (nQuadrants == 0) { currSection = mazeFrameCreator.GenerateMaze(); } else { currSection = mazeFrameCreator.GenerateEmptyMazeFrame(); mazeFrameCreator.GenerateMaze(ref currSection, quadrantInd); currSection.SetOnShortestPath(currSection.Quadrants[quadrantInd], 0); // HACKY } //currSection.KeepOnlyShortestPathConnections(); //currSection.AddPathSegments(); // DEBUG if (nQuadrants != 0) { Debug.Log(currSection.GetNIntersectionsOnPath()[0] + " " + currSection.GetDifficulty(quadrantInd)[0] + " - " + seedData[quadrantInd].difficulties[currDifficulty][currSeedInd]); } else { Debug.Log(currSection.GetNIntersectionsOnPath()[0] + " " + currSection.GetDifficulty()[0]); } // DEBUG singleFrameSections.Add(currSection); mazeFrameElementsBuilt++; LevelBuiltProgressPercentage = (mazeFrameElementsBuilt / (difficulties.Length * nSections)) / 2; yield return(null); } MazeFrame currSingleFrame; if (singleFrameSections.Count > 1) { //MazeFrame currSingleFrame = MazeFrame.Concatenate(singleFrameSections, mazeFrameCreator.Scale, mazeDirection); currSingleFrame = MazeFrame.CombineShrink(singleFrameSections, shrinkFactor); } else { currSingleFrame = singleFrameSections[0]; } currSingleFrame.AddOffsetStartNode(Vector3.Scale(mazeDirection, mazeScale) * startOffsetFactor, true); currSingleFrame.AddOffsetEndNode(Vector3.Scale(mazeDirection, mazeScale) * endOffsetFactor, true); for (int iInc = 0; iInc < iDifficulty; iInc++) { currSingleFrame.IncrementShortestPathIndices(); } singleMazeFrames.Add(currSingleFrame); } if (singleMazeFrames.Count > 1) { mazeFrame = MazeFrame.Merge(singleMazeFrames); } else { mazeFrame = singleMazeFrames[0]; } //mazeFrame.ConnectUnconnectedNodes(); mazeFrame.AddPathSegments(); yield return(null); // Populate maze and get return splines and maze objects mazePopulator.PopulateWithSplineFittedBars(mazeFrame, ref mazeFrameSplines, ref mazeObjects, objectScaling); //mazePopulator.PopulateWithSplineFittedCylinders(mazeFrame, ref mazeFrameSplines, ref mazeObjects, objectScaling); // Wait till population is complete while (!mazeFrameMeshesArePresent) { if (mazePopulator.MazeObjectsPlaced == mazeFrameSplines.SplineSegments.Count) { mazeFrameMeshesArePresent = true; } yield return(null); } // Create and Initialize gravity frame gravityFrameController = new GravityFrameController(mazeFrame, mazeFrameSplines, gravJunctionDistFactor, gravPlaneWidth); yield return(null); // Place others PlacePlayerAndCamera(); PlaceEndPortal(); PlaceCubeOfDeath(); PlaceMindWarpTriggers(); }