Esempio n. 1
0
    public void MapResources()
    {
        bundles = new ResourceBundleDictionary();
        for (int i = 0; i < types.Length; ++i)
        {
            PathMap typeMap = types[i];
            typeMap.Clear();
        }

        ResourceMapper.Run(bundles, ref types);
    }
Esempio n. 2
0
    private void CreateEntryAndExit()
    {
        Vector2Int p1 = FindOpenArea(border, border, width / 4, height - border);
        Vector2Int p2 = FindOpenArea(width - border - width / 4, border, width - width / 8, height - border);

        if (UnityEngine.Random.value < .5)
        {
            entryPoint = p1;
            exitPoint  = p2;
        }
        else
        {
            entryPoint = p2;
            exitPoint  = p1;
        }

        // Pathfind from exit to entry
        {
            PathMap path = new PathMap(this);
            path.StartSearch(entryPoint, Mathf.Infinity);
            bool found = path.UpdateUntilPathFound(exitPoint);
            //path.UpdateAll(); bool found = true;
            if (found)
            {
                //path.Print();
                Vector2Int sq = exitPoint;
                //Debug.LogFormat("Pathfinding from {0}", sq);
                while (sq != entryPoint)
                {
                    PathMap.Node node = path.nodes[sq.y, sq.x];
                    //Debug.LogFormat("At {0}: cost {1} direction {2}", sq, node.cost, node.direction.GetCharacter());
                    Vector3 worldPos = Game.GridToWorldPosition(sq);
                    if (GetTile(sq) != Tile.Floor)
                    {
                        //Debug.LogFormat("Changing {0} from {1} to floor", sq, GetTile(sq));
#if UNITY_EDITOR
                        Debug.DrawLine(worldPos + new Vector3(-.5f, -.5f, 0), worldPos + new Vector3(.5f, .5f, 0), Color.red, 5);
#endif
                        SetTile(sq, Tile.Floor);
                    }
                    Assert.IsTrue(node.direction.deltaPosition.sqrMagnitude != 0);
                    sq += node.direction.GetOpposite().deltaPosition;
#if UNITY_EDITOR
                    Debug.DrawLine(worldPos, Game.GridToWorldPosition(sq), Color.green, 5);
#endif
                }
            }
            else
            {
                Debug.LogWarning("No path found from entry to exit - creating a corridor");
                MakeCorridor(entryPoint, exitPoint, Tile.Bedrock);
            }

            pathToPlayer = path;
            pathToPlayer.Clear();
        }


        SetTile(entryPoint, Tile.Floor);
        SetTile(exitPoint, Tile.Exit);
    }