Esempio n. 1
0
        public void SpawnObstacles()
        {
            List <Cell> freeCells = Cells.FindAll(h => h.IsTaken == false);

            freeCells = freeCells.OrderBy(h => _rnd.Next()).ToList();

            for (int i = 0; i < NumberofObstacles; i++)
            {
                var cell = freeCells.ElementAt(0);
                freeCells.RemoveAt(0);
                cell.IsTaken = true;
                var obstacle = ObstaclePrefab.Instantiate().First();

                //var cell = Cells.OrderBy(c => Math.Abs((c.Entity.Transform.Position - obstacle.Transform.Position).Length())). First(e => e.IsTaken == false);
                //cell.IsTaken = true;
                Vector3 offset = new Vector3(0, 0.5f, 0);
                obstacle.Transform.Position = cell.Entity.Transform.Position + offset;
                SceneSystem.SceneInstance.Scene.Entities.Add(obstacle);
            }
        }
Esempio n. 2
0
    private bool CanSpawn(int pathIndex, int zIndex, ObstaclePrefab prefab)
    {
        //Check if path is raised and if the obstacle isnt raised break
        if (paths[pathIndex].currentHeight == 1 && !prefab.isRaised)
        {
            //Debug.Log("Path was not raised");
            return(false);
        }
        if (paths[pathIndex].currentHeight == 0 && prefab.isRaised)
        {
            //Debug.Log("Obstacle was not raised");
            return(false);
        }
        //Check if obstacle needs side and is not on side
        if (prefab.needsSide && paths[pathIndex].currentLane == 1)
        {
            //Debug.Log("Object was not on the side");
            return(false);
        }
        //Checks if obstacle is 3 wide, then if you are on an available offset then if path is currently in the middle lane
        //if wide and not in middle lane return false
        if (prefab.needsMiddle && paths[pathIndex].currentLane != 1)
        {
            //Debug.Log("Path was not in middle");
            return(false);
        }
        //if 3 wide, in middle lane but z isnt a multiple of 3
        if (prefab.isFullWidth && (zIndex % 3 != 0 || zIndex == 0))
        {
            //Debug.Log("Path was not divisible by 3");
            return(false);
        }
        //if wide and is currently raised down spawn
        if (prefab.isFullWidth && paths[pathIndex].currentHeight == 1)
        {
            //Debug.Log("Oldheight was Raised");
            return(false);
        }
        //if 3 wide, in middle lane and z is multiple of 3
        if (prefab.isFullWidth)
        {
            //test if each tile is available
            for (int offset = 0; offset < prefab.tiles.Length; offset++)
            {
                int localX       = offset % 3;
                int localZOffset = Mathf.FloorToInt(offset / 3);

                //If out of bounds
                if (zIndex + localZOffset > sectionLength - 1)
                {
                    //Debug.Log("Obstacle was out of bounds");
                    return(false);
                }
                //if not available set to false and break loop
                if (obstacles[localX, zIndex + localZOffset] != TileTypes.Empty)
                {
                    //Debug.Log("Obstacle was blocked by others");
                    return(false);
                }

                //if last was available set to true and break loop
                if (offset == prefab.tiles.Length - 1)
                {
                    return(true);
                }
            }
        }
        //for each piece of the prefab check if it is in bounds, then check if the space if free
        for (int localZ = 0; localZ < prefab.tiles.Length; localZ++)
        {
            //if not in bounds
            if (zIndex + localZ > sectionLength - 1)
            {
                //Debug.Log("Obstacle was out of bounds");
                return(false);
            }
            //if obstacle is blocked by other
            if (obstacles[paths[pathIndex].currentLane, zIndex + localZ] != TileTypes.Empty)
            {
                //Debug.Log("Obstacle was blocked by others");
                return(false);
            }
            //if last position set canSpawn
            if (localZ == prefab.tiles.Length - 1)
            {
                return(true);
            }
        }
        Debug.LogWarning("Returned false because no condition was met");
        return(false);
    }
Esempio n. 3
0
    private int TrySpawnObstacle(int sectionType, int pathIndex, int z, float zOffset, ref bool[] walls)
    {
        //foreach prefab in the specified sectionType
        bool[] canSpawn = new bool[sectionPrefabs[sectionType].prefabs.Length];
        foreach (var prefabT in sectionPrefabs[sectionType].prefabs.Select((value, index) => new { value, index }))
        {
            canSpawn[prefabT.index] = CanSpawn(pathIndex, z, prefabT.value);
        }

        //Select a prefab based on weight
        int[] weights = new int[canSpawn.Length];
        for (int i = 0; i < weights.Length; i++)
        {
            weights[i] = sectionPrefabs[sectionType].prefabs[i].weight;
        }
        int randomIndex = GetRandomIndex(canSpawn, weights);

        //If no available index
        if (randomIndex == int.MaxValue)
        {
            return(0);
        }

        //Gets the actual WorldObjectType index to spawn the obstacle
        int actualIndex = GetActualIndex(sectionPrefabs[sectionType].prefabs[randomIndex].name);

        //Fill the obstacle arrays with the data from the prefab
        int            prefabLength = 0;
        ObstaclePrefab prefab       = sectionPrefabs[sectionType].prefabs[randomIndex];

        if (prefab.isFullWidth)
        {
            //set walls to true as the spawned prefab includes walls
            walls[z / 3] = true;
            //Fill obstacle array with prefab values
            for (int n = 0; n < prefab.tiles.Length / 3; n++)
            {
                for (int m = 0; m < 3; m++)
                {
                    obstacles[m, z + n] = prefab.tiles[n * 3 + m];
                }
            }
            //Set prefabLength to skip loop ahead later
            prefabLength = prefab.tiles.Length / 3;
        }
        else
        {
            //Fill obstacle array with prefab values
            for (int m = 0; m < prefab.tiles.Length; m++)
            {
                obstacles[paths[pathIndex].currentLane, z + m] = prefab.tiles[m];
            }
            //Set prefabLength to skip loop ahead later
            prefabLength = prefab.tiles.Length;
        }

        //Spawn the obstacle, if fullWidth spawn in middle
        if (sectionPrefabs[sectionType].prefabs[randomIndex].isFullWidth)
        {
            SpawnObject(actualIndex, new Vector3(0, 0, z * pathWidth + zOffset), 0);
            TrySpawnCollectable(pathIndex, z, zOffset, sectionType);
        }
        else
        {
            SpawnObject(actualIndex, new Vector3(paths[pathIndex].currentLane * pathWidth - pathWidth, 0, z * pathWidth + zOffset), 0);
            TrySpawnCollectable(pathIndex, z, zOffset, sectionType);
        }

        //override if dragon dont spawn after obstacle but after 2, then it should force turn
        if (prefab.name == WorldObjectType.Dragon)
        {
            prefabLength = int.MaxValue;
        }

        return(prefabLength);
    }