Esempio n. 1
0
 private Direction GetDirection(Tunnel tunnel)
 {
     if (tunnel.transform.rotation.eulerAngles.z == 0)
     {
         return(Direction.West);
     }
     if (tunnel.transform.rotation.eulerAngles.z == 90)
     {
         return(Direction.South);
     }
     if (tunnel.transform.rotation.eulerAngles.z == 180)
     {
         return(Direction.East);
     }
     return(Direction.North);
 }
Esempio n. 2
0
        private Room PlaceRoom(Vector2 pos, Direction dir, Tunnel t)
        {
            if (dir == Direction.North)
            {
                pos += Vector2.down;
            }
            if (dir == Direction.South)
            {
                pos += Vector2.up;
            }
            if (dir == Direction.East)
            {
                pos += Vector2.left;
            }
            if (dir == Direction.West)
            {
                pos += Vector2.right;
            }

            Collider[] overlaps = Physics.OverlapBox(pos, Vector3.one);
            int        count    = overlaps.Length;

            if (t != null)
            {
                foreach (Collider c in overlaps)
                {
                    if (c.gameObject == t.gameObject)
                    {
                        count--;
                    }
                }
            }

            if (count == 0 && WithinBounds(pos))
            {
                Room room = Instantiate <Room>(this.roomTemplet);
                room.transform.position = pos;
                return(room);
            }
            else
            {
                return(null);
            }
        }
Esempio n. 3
0
        private IEnumerator Generate()
        {
            Vector2 pos    = new Vector2(Random.Range(left + 1, right - 1), Random.Range(bottom + 1, top - 1));
            Room    room   = PlaceRoom(pos, Direction.North, null);
            Tunnel  tunnel = PlaceTunnel(room);

            this.paths.Add(tunnel);
            while (this.paths.Count > 0 && this.limit < this.roomLimit)
            {
                tunnel = this.paths[0];
                room   = PlaceRoom(tunnel.end.position, GetDirection(tunnel), tunnel);
                if (room == null)
                {
                    Destroy(tunnel.gameObject);
                }
                else
                {
                    this.limit++;
                    Tunnel t = PlaceTunnel(room);
                    if (t != null)
                    {
                        this.paths.Add(t);
                    }

                    if (Random.Range(0f, 1f) < .7f)
                    {
                        t = PlaceTunnel(room);
                        if (t != null)
                        {
                            this.paths.Add(t);
                        }
                    }
                }

                this.paths.Remove(tunnel);
                yield return(null);
            }

            foreach (Tunnel t in this.paths)
            {
                Destroy(t.gameObject);
            }
        }
Esempio n. 4
0
        private Tunnel PlaceTunnel(Room room)
        {
            Vector2 north = room.north.transform.position + Vector3.up;
            Vector2 south = room.south.transform.position + Vector3.down;
            Vector2 east  = room.east.transform.position + Vector3.right;
            Vector2 west  = room.west.transform.position + Vector3.left;

            Debug.Log(north + ", " + south + ", " + east + ", " + west);

            List <Direction> dir = new List <Direction> {
                Direction.North, Direction.South, Direction.East, Direction.West
            };

            Shuffle(dir);
            foreach (Direction d in dir)
            {
                Debug.Log(d);
                Vector2 pos  = Vector2.zero;
                int     rot  = 0;
                Vector3 size = Vector3.zero;
                if (d == Direction.North)
                {
                    pos  = north;
                    rot  = 90;
                    size = new Vector3(.5f, 1f, .5f);
                }
                if (d == Direction.South)
                {
                    pos  = south;
                    rot  = 270;
                    size = new Vector3(.5f, 1f, .5f);
                }
                if (d == Direction.East)
                {
                    pos  = east;
                    rot  = 0;
                    size = new Vector3(1f, .5f, .5f);
                }
                if (d == Direction.West)
                {
                    pos  = west;
                    rot  = 180;
                    size = new Vector3(1f, .5f, .5f);
                }


                Collider[] overlaps = Physics.OverlapBox(pos, size);
                int        count    = overlaps.Length;
                foreach (Collider c in overlaps)
                {
                    if (c.gameObject == room.gameObject)
                    {
                        count--;
                    }
                    else
                    {
                        Debug.Log(c.gameObject.name + " " + c.transform.position);
                    }
                }
                Debug.Log(count + " " + WithinBounds(pos));
                if (count == 0 && WithinBounds(pos))
                {
                    Tunnel t = Instantiate <Tunnel>(this.tunnelTemplet);
                    t.transform.position = pos;
                    t.transform.rotation = Quaternion.Euler(0, 0, rot);
                    return(t);
                }
            }

            return(null);
        }