Esempio n. 1
0
    private void SetupRoom(RoomGeneratorHelper generator, Vector3Int extents)
    {
        m_Extents = extents;

        GetComponent <MeshFilter>().mesh         = generator.GeneratedMesh;
        GetComponent <MeshCollider>().sharedMesh = generator.GeneratedMesh;

        Vector2Int doorLoc;

        if (generator.GetDoor(RoomConnections.Top, out doorLoc))
        {
            m_TopDoorLocation = transform.position + new Vector3(0.0f, m_RoomSettings.m_FloorHeight - 1.0f, m_Extents.z * 0.5f);
        }
        if (generator.GetDoor(RoomConnections.Bottom, out doorLoc))
        {
            m_BottomDoorLocation = transform.position + new Vector3(0.0f, m_RoomSettings.m_FloorHeight - 1.0f, m_Extents.z * -0.5f);
        }
        if (generator.GetDoor(RoomConnections.Left, out doorLoc))
        {
            m_LeftDoorLocation = transform.position + new Vector3(m_Extents.x * -0.5f, m_RoomSettings.m_FloorHeight - 1.0f, 0.0f);
        }
        if (generator.GetDoor(RoomConnections.Right, out doorLoc))
        {
            m_RightDoorLocation = transform.position + new Vector3(m_Extents.x * 0.5f, m_RoomSettings.m_FloorHeight - 1.0f, 0.0f);
        }

        // Setup contains to make management easier for spawned stuff
        m_EnemyContentContainer = new GameObject();
        m_EnemyContentContainer.transform.parent = transform;
        m_EnemyContentContainer.SetActive(false);

        m_FloorContentContainer = new GameObject();
        m_FloorContentContainer.transform.parent = transform;
        m_FloorContentContainer.SetActive(false);

        m_WallContentContainer = new GameObject();
        m_WallContentContainer.transform.parent = transform;
        m_WallContentContainer.SetActive(false);

        ProcessPlacementSettings(m_EnemyContentContainer, generator, GetEnemyPlacementSettings(), new Vector3(0, 1, 0), false, true);
        ProcessPlacementSettings(m_FloorContentContainer, generator, GetLootPlacementSettings(), new Vector3(0, 1, 0), true, true);
        ProcessPlacementSettings(m_FloorContentContainer, generator, GetFloorDressingSettings(), new Vector3(0, 0, 0), true, true);
        ProcessPlacementSettings(m_WallContentContainer, generator, GetWallDressingSettings(), new Vector3(0, 0, 0), true, false);

        // Only make barrier on one side
        if (HasTopDoor)
        {
            Instantiate(m_GatePrefab, m_TopDoorLocation, Quaternion.identity, transform);
        }
        if (HasLeftDoor)
        {
            Instantiate(m_GatePrefab, m_LeftDoorLocation, Quaternion.AngleAxis(90.0f, Vector3.up), transform);
        }
    }
Esempio n. 2
0
    public static RoomInstance PlaceRoom(RoomInstance prefab, bool isBossRoom, FloorSettings floorSettings, RoomSettings roomSettings, Vector3Int location, Vector3Int extents, RoomConnections connection)
    {
        RoomInstance instance = Instantiate(prefab, location, Quaternion.identity);

        instance.m_Connections   = connection;
        instance.m_IsBossRoom    = isBossRoom;
        instance.m_RoomSettings  = roomSettings;
        instance.m_FloorSettings = floorSettings;

        RoomGeneratorHelper generator = new RoomGeneratorHelper(roomSettings, extents, connection);

        instance.SetupRoom(generator, extents);
        return(instance);
    }
Esempio n. 3
0
    private void ProcessPlacementSettings(GameObject targetContainer, RoomGeneratorHelper generator, PlacementSettings settings, Vector3 placeOffset, bool randomRotations, bool useAccessibleSlots)
    {
        int placeCount = Random.Range(settings.m_MinPlacements, settings.m_MaxPlacements);

        if (targetContainer == m_EnemyContentContainer && m_IsBossRoom)
        {
            placeCount = 1 + GameController.Main.CurrentLevel * 2;
        }

        if (m_IsBossRoom)         //?
        {
            placeOffset += new Vector3(0, -1.62f, 0);
        }

        for (int n = 0; n < placeCount; ++n)
        {
            bool hasSlots = useAccessibleSlots ? generator.AccessibleSpots.Any() : generator.InaccessibleSpots.Any();
            if (!hasSlots)
            {
                return;
            }

            GroupPlacementSettings groupSettings = settings.SelectRandomGroup();
            int objectCount = Random.Range(groupSettings.m_MinElements, groupSettings.m_MaxElements) + groupSettings.m_AlwaysPlacedObjects.Length;

            var spots = useAccessibleSlots ? generator.GetFreeAccessibleSpot(objectCount) : generator.GetFreeInaccessibleSpot(objectCount);

            for (int i = 0; i < spots.Count(); ++i)
            {
                GameObject targetObj;

                if (i < groupSettings.m_AlwaysPlacedObjects.Length)
                {
                    targetObj = groupSettings.m_AlwaysPlacedObjects[i];
                }
                else
                {
                    targetObj = groupSettings.SelectRandomObject().m_PlacedObject;
                }

                Vector3 offset = new Vector3(Random.Range(-1.0f, 1.0f), -1.0f, Random.Range(-1.0f, 1.0f)) + placeOffset;
                float   angle  = randomRotations ? Random.Range(0, 360f) : 0.0f;

                Vector3    spawnPosition = transform.position + offset + spots.ElementAt(i) - new Vector3(m_Extents.x, 0, m_Extents.z) * 0.5f;
                GameObject newObj        = Instantiate(targetObj, spawnPosition, Quaternion.AngleAxis(angle, Vector3.up), targetContainer.transform);

                // Should spawn weapon too?
                CharacterController character = newObj.GetComponentInChildren <CharacterController>();
                if (character != null)
                {
                    foreach (GameObject weapon in GetDefaultWeapons())
                    {
                        Instantiate(weapon, spawnPosition + Vector3.up * 1.5f, Quaternion.identity, targetContainer.transform);
                    }

                    AIController aiController = newObj.GetComponentInChildren <AIController>();
                    if (!aiController.HasDefaultProfile)
                    {
                        aiController.SetProfile(GetAIProfile());
                    }
                }
            }
        }
    }