Esempio n. 1
0
        public void AddRoomsToMap(List <RoomsList> rooms)
        {
            // Get tilebase tiles for the room and the corridor
            TileBase roomTile     = TilemapHelper.GetTileByType(TileType.ROOM);
            TileBase corridorTile = TilemapHelper.GetTileByType(TileType.CORRIDOR);

            BoundsInt corridorBounds;

            int roomY = 2;

            foreach (var roomList in rooms)
            {
                int roomX = 2;
                foreach (var room in roomList.Rooms)
                {
                    var roomBounds = new BoundsInt(roomX, roomY, 0, room.Width, room.Height, 1);
                    FillAreaWithTile(roomBounds, roomTile);

                    corridorBounds = new BoundsInt(roomX + room.Width, roomY, 0, 1, roomList.MaxHeight, 1);
                    FillAreaWithTile(corridorBounds, corridorTile);

                    roomX += room.Width + 1;
                }
                roomY += roomList.MaxHeight;

                corridorBounds = new BoundsInt(2, roomY, 0, roomList.MaxWidth, 1, 0);
                roomY++;
                FillAreaWithTile(corridorBounds, corridorTile);
            }
        }
Esempio n. 2
0
        public void CreateTilemapFromLeafs(Tilemap tilemap)
        {
            if (Children.Count == 0)
            {
                TileBase tile = TilemapHelper.GetTileByType(Type);

                TilemapHelper.FillAreaWithTile(this.LeafBounds, tile, tilemap);
            }
            else
            {
                foreach (var child in Children)
                {
                    child.CreateTilemapFromLeafs(tilemap);
                }
            }
        }
Esempio n. 3
0
 /// <summary>
 /// Apply a specific transformation rule to a specific tile
 /// </summary>
 /// <param name="rule">The TRANFROM_RULE to be applied to this tile</param>
 /// <param name="position">The position of the tile on the tilemap</param>
 /// <param name="neighbors">the tile's neighborhood, the 3x3 area around the tile as a 1D array</param>
 /// <returns></returns>
 public TileBase ApplyRule(TransformRule rule, Vector3Int position, TileBase[] neighbors, BoundsInt bounds)
 {
     if (rule == TransformRule.WALL_FROM_BOUNDS)
     {
         var newTileType = rules[TransformRule.WALL_FROM_BOUNDS].Apply(position, bounds);
         if (newTileType != null)
         {
             return(TilemapHelper.GetTileByType(newTileType));
         }
     }
     if (rule == TransformRule.WALL_FROM_ADJACENTS)
     {
         var newTileType = rules[TransformRule.WALL_FROM_ADJACENTS].Apply(neighbors);
         if (newTileType != null)
         {
             return(TilemapHelper.GetTileByType(newTileType));
         }
     }
     if (rule == TransformRule.WALL_FOR_ROOM)
     {
         var newTileType = rules[TransformRule.WALL_FOR_ROOM].Apply(neighbors);
         if (newTileType != null)
         {
             return(TilemapHelper.GetTileByType(newTileType));
         }
     }
     if (rule == TransformRule.ROOM_FROM_ADJACENTS)
     {
         var newTileType = rules[TransformRule.ROOM_FROM_ADJACENTS].Apply(neighbors);
         if (newTileType != null)
         {
             return(TilemapHelper.GetTileByType(newTileType));
         }
     }
     if (rule == TransformRule.FLOOR_FROM_BOUNDS)
     {
         var newTileType = rules[TransformRule.FLOOR_FROM_BOUNDS].Apply(position, bounds);
         if (newTileType != null)
         {
             return(TilemapHelper.GetTileByType(newTileType));
         }
     }
     return(null);
 }
Esempio n. 4
0
        public void CreatePaths()
        {
            var rooms = evaluator.rooms;

            RoomArea currentRoom;
            RoomArea nextRoom;

            TileBase roomTile = TilemapHelper.GetTileByType(TileType.ROOM);

            for (int i = 0; i < rooms.Count; i++)
            {
                currentRoom = rooms[i];
                if (i + 1 < rooms.Count)
                {
                    nextRoom = rooms[i + 1];
                    var path = CalculatePathBetweenRooms(currentRoom, nextRoom);
                    foreach (var position in path)
                    {
                        tilemap.SetTile(position, roomTile);
                    }
                }
            }
        }