Esempio n. 1
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        public override void Show()
        {
            base.Show();

            m_Messages.text           = "";
            m_ListJSONToGenerate.text = "";


            List <string> lFiles = MazeJSONTool.ListJSONFiles();

            if ((lFiles != null) && (lFiles.Count > 0))
            {
                m_ListJSONToGenerate.text = "Number JSON Files to turn into prefab: " + lFiles.Count + "\n";
                for (int i = 0; i < lFiles.Count; i++)
                {
                    string list = " - " + lFiles[i] + "\n";
                    m_ListJSONToGenerate.text += list;
                }
            }
            else
            {
                m_ListJSONToGenerate.text = "No JSON files to turn into prefab. Please place the JSON files in " + MazeJSONTool.PATHJSONTOPREFAB;
            }

            m_BlockInput = false;
        }
Esempio n. 2
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        public void GenerateMazePrefabs()
        {
            List <string> lFiles = MazeJSONTool.ListJSONFiles();

            if ((lFiles != null) && (lFiles.Count > 0))
            {
                StartCoroutine(RoutineGeneratePrefabs(lFiles));
            }
        }
Esempio n. 3
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        public void OnJSONGenerate()
        {
            if (m_BlockInput)
            {
                return;
            }

            m_BlockInput    = true;
            m_Messages.text = "Generating JSON file...";



            string nameMaze = "Maze_0";

            if (!string.IsNullOrEmpty(m_NameJSONFile.text))
            {
                nameMaze = m_NameJSONFile.text;
            }

            string outputName, outputPath;

            MazeJSONTool.CheckMazeJSONFile(nameMaze, out outputName, out outputPath);
            m_Messages.text = "JSON will be saved in " + outputPath;
            m_JSONPath      = outputPath;


            // Columns and rows
            int nCols    = 5;
            int nRows    = 5;
            int auxParse = 0;

            if (int.TryParse(m_NumberColumnsInput.text, out auxParse))
            {
                if (auxParse > 0)
                {
                    nCols = auxParse;
                }
            }

            if (int.TryParse(m_NumberRownsInput.text, out auxParse))
            {
                if (auxParse > 0)
                {
                    nRows = auxParse;
                }
            }

            //MazeGenerator.Instance.GenerateRandomDataMaze(outputName, nCols, nRows);
            //MazeGenerator.Instance.OnEndGenerateJSONMaze += MazeGenerator_OnEndGenerateJSONMaze;


            // TEST CORRIDORS

            /*List<IVector2> path = new List<IVector2>() { new IVector2(3,2), new IVector2(3, 1), new IVector2(3, 0), new IVector2(4, 0), new IVector2(5,0),
             *              new IVector2(5,1), new IVector2(5,2), new IVector2(6,2), new IVector2(6,3), new IVector2(6,4), new IVector2(5,4), new IVector2(5,5),
             *              new IVector2(4,5), new IVector2(3,5),new IVector2(2,5),new IVector2(2,4), new IVector2(2,3), new IVector2(1,3), new IVector2(1,4),
             *              new IVector2(0,4), new IVector2(0,3), new IVector2(0,2), new IVector2(0,1), new IVector2(0,0), new IVector2(1,0), new IVector2(2,0),
             *              new IVector2(2,1), new IVector2(2,2)};
             * MazeGenerator.Instance.GenerateDataMazeByPath("TestCorridor", 7, 6, path);*/

            List <IVector2> path = new List <IVector2>()
            {
                new IVector2(0, 0), new IVector2(0, 1), new IVector2(1, 1), new IVector2(1, 2),
                new IVector2(2, 2), new IVector2(3, 2), new IVector2(3, 1), new IVector2(3, 0),
                new IVector2(2, 0), new IVector2(1, 0)
            };

            MazeGenerator.Instance.GenerateDataMazeByPath(nameMaze, 4, 3, path);
            MazeGenerator.Instance.OnEndGenerateJSONMaze += MazeGenerator_OnEndGenerateJSONMaze;
        }
Esempio n. 4
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        public void GenerateMazePrefab(string nameMaze)
        {
            MazeJSONData mazeJSONData;
            bool         tryLoadMaze = MazeJSONTool.LoadMazeJSON(nameMaze, out mazeJSONData);

            if (tryLoadMaze)
            {
                GameObject obj = new GameObject(nameMaze);
                obj.layer = LayerMask.NameToLayer("Game");
                MazeBase maze = obj.AddComponent <MazeBase>();

                // Maze settings
                MazeSettings mazeSettings = new MazeSettings(mazeJSONData.Columns, mazeJSONData.Rows);
                mazeSettings.NameMaze = nameMaze;
                //mazeSettings.StartPoint = mazeJSONData.StartLocation;
                //mazeSettings.EndPoint = mazeJSONData.EndLocation;

                maze.InitializeMaze(mazeSettings);

                // Create rooms
                Debug.Log("number rooms: " + mazeJSONData.NumberRooms);
                maze.CreateRooms(mazeJSONData.NumberRooms);

                // Create cells
                Debug.Log("number tiles: " + mazeJSONData.ListTiles.Count);
                for (int i = 0; i < mazeJSONData.ListTiles.Count; i++)
                {
                    IVector2 coordsCell = new IVector2(mazeJSONData.ListTiles[i].Coords.Column, mazeJSONData.ListTiles[i].Coords.Row);

                    // Instance cell
                    GameObject goCell = Instantiate(m_CellPrefab);
                    goCell.layer            = LayerMask.NameToLayer("Game");
                    goCell.name             = "Cell_" + coordsCell.Column + "_" + coordsCell.Row;
                    goCell.transform.parent = obj.transform;
                    // Set position tiles
                    goCell.transform.localPosition = new Vector3(coordsCell.Column * m_TileSize, 0.0f, coordsCell.Row * m_TileSize);
                    // Setup index room
                    MazeCell mCell = goCell.GetComponent <MazeCell>();
                    mCell.Coords = coordsCell;

                    // Set type cell
                    mCell.SetTypeCell(mazeJSONData.ListTiles[i].TileType);
                    if (mazeJSONData.ListTiles[i].TileType == MazeCell.ETypeCell.STARTLOCATION)
                    {
                        mazeSettings.StartPoint = coordsCell;
                    }
                    if (mazeJSONData.ListTiles[i].TileType == MazeCell.ETypeCell.ENDLOCATION)
                    {
                        mazeSettings.EndPoint = coordsCell;
                    }



                    /*bool bVisibleTile = true;
                     * if (mazeJSONData.ListTiles[i].IsVisible == 0)
                     * {
                     *  bVisibleTile = false;
                     * }
                     * if (mCell.IsVisible)
                     * {
                     *
                     *  // Set material for start point
                     *  if ((coordsCell.Column == mazeSettings.StartPoint.Column) && (coordsCell.Row == mazeSettings.StartPoint.Row))
                     *  {
                     *      mCell.SetTypeCell(MazeCell.ETypeCell.STARTLOCATION);
                     *  }
                     *
                     *  // Set material for start point
                     *  else if ((coordsCell.Column == mazeSettings.EndPoint.Column) && (coordsCell.Row == mazeSettings.EndPoint.Row))
                     *  {
                     *      mCell.SetTypeCell(MazeCell.ETypeCell.ENDLOCATION);
                     *
                     *  }
                     *  else
                     *  {
                     *      // Check if the coords are in the list of holes
                     *      bool isHole = false;
                     *      for (int iHole = 0; iHole < mazeJSONData.ListHoles.Count; iHole++)
                     *      {
                     *          if ((coordsCell.Column == mazeJSONData.ListHoles[iHole].Coords.Column) && (coordsCell.Row == mazeJSONData.ListHoles[iHole].Coords.Row))
                     *          {
                     *              mCell.SetTypeCell(MazeCell.ETypeCell.HOLE);
                     *              isHole = true;
                     *
                     *              Debug.LogFormat("HOLE DATA: Coords {0}x{1} TypeHole: {2} ConnectedCoords: {3}x{4} ", mazeJSONData.ListHoles[iHole].Coords.Column, mazeJSONData.ListHoles[iHole].Coords.Row, mazeJSONData.ListHoles[iHole].TypeHole, mazeJSONData.ListHoles[iHole].ConnectedCoords.Column, mazeJSONData.ListHoles[iHole].ConnectedCoords.Row);
                     *
                     *              mazeSettings.AddHole(mazeJSONData.ListHoles[iHole]);
                     *              mCell.SetHole(mazeJSONData.ListHoles[iHole]);
                     *              break;
                     *          }
                     *      }
                     *
                     *      if (!isHole)
                     *      {
                     *          mCell.SetTypeCell(MazeCell.ETypeCell.NONE);
                     *      }
                     *  }
                     *
                     *  // Add obstacles
                     *  for (int iObstacle = 0; iObstacle < mazeJSONData.ListObstacles.Count; iObstacle++)
                     *  {
                     *      if ((mCell.Coords.Column == mazeJSONData.ListObstacles[iObstacle].Coords.Column) && (mCell.Coords.Row == mazeJSONData.ListObstacles[iObstacle].Coords.Row))
                     *      {
                     *          // Instance obstacle
                     *          mCell.SetObstacle(mazeJSONData.ListObstacles[iObstacle]);
                     *          break;
                     *      }
                     *  }
                     *
                     * }*/
                    // Add cell to the maze
                    maze.AddCell(mCell);
                }
                // Segup each edge for each cells
                for (int i = 0; i < mazeJSONData.ListTiles.Count; i++)
                {
                    MazeCell currentCell = maze.GetCell(mazeJSONData.ListTiles[i].Coords);

                    if (currentCell.TypeCell != MazeCell.ETypeCell.INVISIBLE)
                    {
                        // Setup each cell
                        for (int iEdge = 0; iEdge < mazeJSONData.ListTiles[i].Edges.Length; iEdge++)
                        {
                            // Gets connected cell with this edge
                            // Gets direction for this edge
                            MazeDirection dir = (MazeDirection)iEdge;

                            IVector2 coordsConnectedCell = mazeJSONData.ListTiles[i].Coords + dir.ToIntVector2();

                            // Get connected cell (it could be null)
                            MazeCell connectedCell = maze.GetCell(coordsConnectedCell);

                            // Get type edge
                            MazeCellEdge.TypeEdgeEnum tEdge = mazeJSONData.ListTiles[i].Edges[iEdge];

                            currentCell.SetEdge(dir, tEdge, connectedCell);
                        }
                    }
                }

#if UNITY_EDITOR
                // Create prefab
                string fileLocation = "Assets/TheMaze/Prefabs/Mazes/" + nameMaze + ".prefab";
                Object emptyObj     = PrefabUtility.CreateEmptyPrefab(fileLocation);

                PrefabUtility.ReplacePrefab(obj, emptyObj, ReplacePrefabOptions.ConnectToPrefab);
#endif
            }
        }
Esempio n. 5
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        public void GenerateRandomDataMaze(string nameMaze, int numberColumns, int numberRows)
        {
            // Initialize grid and list active tiles
            TileData[,]  grid = new TileData[numberColumns, numberRows];

            // Generate a temporary list of tiles
            List <TileData> lActiveTiles = new List <TileData>();

            int numberRoom = 0;

            // Gets first tile in random coord
            IVector2 firstCoord = new IVector2(Random.Range(0, numberColumns), Random.Range(0, numberRows));
            TileData firstTile  = new TileData(firstCoord);

            //firstTile.Room = numberRoom;

            grid[firstCoord.Column, firstCoord.Row] = firstTile;
            lActiveTiles.Add(firstTile);

            // Generate the rest of the tiles until the list is empty
            while (lActiveTiles.Count > 0)
            {
                // Gets random index to select next tile
                int      cIndex = Random.Range(0, lActiveTiles.Count - 1);
                TileData cTile  = lActiveTiles[cIndex];

                // Check if the current tile doesn't have all of the edges already defined (it already has boxed by 4 edges)
                if (!cTile.IsBoxed())
                {
                    // Get a random direction from the current tile
                    MazeDirection randomDir = cTile.GetRandomUnboxedDirection();
                    // Gets the coords for the random direction + current tile (this way we can get the new tile)
                    IVector2 newCoords = cTile.Coords + randomDir.ToIntVector2();

                    // Check if these coords are within the maze boundaries
                    bool coordsInBoundaries = ((newCoords.Column >= 0) && (newCoords.Column < numberColumns) &&
                                               (newCoords.Row >= 0) && (newCoords.Row < numberRows));
                    if (coordsInBoundaries)
                    {
                        // Gets the tile for this coords
                        TileData nextTile = grid[newCoords.Column, newCoords.Row];
                        // This tile doesn't exist yet, create the cell and a passage between the current tile and this new one
                        if (nextTile == null)
                        {
                            nextTile = new TileData(newCoords);

                            // Add tile to the grid
                            grid[newCoords.Column, newCoords.Row] = nextTile;


                            // Add passage
                            // Sets a passage for the random edge for the current tile
                            cTile.SetEdge(randomDir, MazeCellEdge.TypeEdgeEnum.PASSAGE);

                            // Sets the opposite for this random direction or edge for the next tile as a Door
                            // For instance> if random dir for current tile was right, next tile has left as edge
                            nextTile.SetEdge(randomDir.GetOpposite(), MazeCellEdge.TypeEdgeEnum.PASSAGE);
                            // Both tiles are in the same room
                            //nextTile.Room = numberRoom;

                            // Add this nextTile to active tiles
                            lActiveTiles.Add(nextTile);
                        }
                        else
                        {
                            // Tile exits create a wall
                            // Sets a wall for the random edge for the current tile
                            cTile.SetEdge(randomDir, MazeCellEdge.TypeEdgeEnum.WALL);
                        }
                    }
                    else
                    {
                        // coords not in boundary, create a wall for the current cell
                        // Sets a wall for the random edge for the current tile
                        cTile.SetEdge(randomDir, MazeCellEdge.TypeEdgeEnum.WALL);
                    }
                }
                else
                {
                    // Remove the tile from the active tiles
                    lActiveTiles.RemoveAt(cIndex);
                }
            }

            // Save in JSON
            Debug.Log("[MazeGenerator] Saving in JSON file ");

            MazeJSONData mazeData = new MazeJSONData();

            mazeData.Columns     = numberColumns;
            mazeData.Rows        = numberRows;
            mazeData.NumberRooms = numberRoom + 1;
            mazeData.Name        = nameMaze;
            //mazeData.StartLocation = new IVector2();
            //mazeData.EndLocation = new IVector2();

            for (int iCol = 0; iCol < numberColumns; ++iCol)
            {
                for (int iRow = 0; iRow < numberRows; ++iRow)
                {
                    mazeData.AddTileData(grid[iCol, iRow]);

                    /*Debug.Log("Tile(" + iCol + "x" + iRow + ") - Coord ( " + grid[iCol, iRow].Coords.Column + "," + grid[iCol, iRow].Coords.Row + ")");
                     * for (int iEdge = 0; iEdge < grid[iCol, iRow].Edges.Length; iEdge++)
                     * {
                     *  Debug.Log("Edge " + ((MazeDirection)iEdge).ToString() + ":" + grid[iCol, iRow].Edges[iEdge].ToString());
                     * }*/
                }
            }

            Debug.Log("Saving " + mazeData.Name + " to JSON...");

            MazeJSONTool.SaveMazeOnFile(mazeData);

            if (OnEndGenerateJSONMaze != null)
            {
                OnEndGenerateJSONMaze("");
            }
        }
Esempio n. 6
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        public void GenerateDataMazeByPath(string nameMaze, int numberColumns, int numberRows, List <IVector2> PathCoords)
        {
            // Initialize grid and list active tiles
            TileData[,] grid = new TileData[numberColumns, numberRows];

            // Set all tiles to invisible
            for (int iCol = 0; iCol < numberColumns; ++iCol)
            {
                for (int iRow = 0; iRow < numberRows; ++iRow)
                {
                    IVector2 currentCoords = new IVector2(iCol, iRow);
                    TileData cTile         = new TileData(currentCoords);
                    cTile.TileType = MazeCell.ETypeCell.INVISIBLE;

                    // Check if this tile is in coords
                    for (int iTile = 0; iTile < PathCoords.Count; iTile++)
                    {
                        if (currentCoords == PathCoords[iTile])
                        {
                            cTile.TileType = MazeCell.ETypeCell.NONE;
                            // Add walls
                            for (int iEdge = 0; iEdge < MazeDirections.NumberDirections; iEdge++)
                            {
                                cTile.SetEdge((MazeDirection)iEdge, MazeCellEdge.TypeEdgeEnum.WALL);
                            }

                            break;
                        }
                    }
                    //Add tile
                    grid[iCol, iRow] = cTile;
                }
            }


            // Convertion between direction and a 2D Vector
            IVector2[] m_directions =
            {
                // UP
                new IVector2(0,   1),
                // RIGHT
                new IVector2(1,   0),
                // DOWN
                new IVector2(0,  -1),
                // LEFT
                new IVector2(-1, 0)
            };

            // Follow the path and open walls
            // Check if this tile is in coords
            for (int iTile = 0; iTile < (PathCoords.Count - 1); iTile++)
            {
                IVector2 currentCoords = PathCoords[iTile];

                // Next tile
                int nextTile = iTile + 1;

                // Check if next tile is the last one, then next tile would be the first one
                if (nextTile >= PathCoords.Count)
                {
                    break;
                    //nextTile = 0;
                }

                IVector2 nextCoords = PathCoords[nextTile];


                // Check coords
                // Same column (move up or down)
                MazeDirection moveDirection = MazeDirection.UP;
                bool          findDir       = false;
                if (currentCoords.Column == nextCoords.Column)
                {
                    // Check if up or down
                    if (currentCoords.Row < nextCoords.Row)
                    {
                        moveDirection = MazeDirection.UP;
                        findDir       = true;
                    }
                    else
                    {
                        moveDirection = MazeDirection.DOWN;
                        findDir       = true;
                    }
                }
                else if (currentCoords.Row == nextCoords.Row)  // Same row, move left or right
                {
                    if (currentCoords.Column < nextCoords.Column)
                    {
                        moveDirection = MazeDirection.RIGHT;
                        findDir       = true;
                    }
                    else
                    {
                        moveDirection = MazeDirection.LEFT;
                        findDir       = true;
                    }
                }

                if (findDir)
                {
                    // Set new edge
                    TileData cTile = grid[currentCoords.Column, currentCoords.Row];
                    cTile.SetEdge(moveDirection, MazeCellEdge.TypeEdgeEnum.PASSAGE);
                    grid[currentCoords.Column, currentCoords.Row] = cTile;


                    // Set next tile
                    TileData nTile = grid[nextCoords.Column, nextCoords.Row];
                    nTile.SetEdge(moveDirection.GetOpposite(), MazeCellEdge.TypeEdgeEnum.PASSAGE);
                    grid[nextCoords.Column, nextCoords.Row] = nTile;
                }
            }

            for (int iCol = 0; iCol < numberColumns; ++iCol)
            {
                for (int iRow = 0; iRow < numberRows; ++iRow)
                {
                    Debug.LogFormat("Tile {0}x{1}", iCol, iRow);
                    // Add walls
                    for (int iEdge = 0; iEdge < MazeDirections.NumberDirections; iEdge++)
                    {
                        Debug.LogFormat("Edge {0} : {1}", (MazeDirection)iEdge, grid[iCol, iRow].Edges[iEdge].ToString());
                    }
                }
            }

            // Save in JSON
            Debug.Log("[MazeGenerator] Saving in JSON file ");

            MazeJSONData mazeData = new MazeJSONData();

            mazeData.Columns     = numberColumns;
            mazeData.Rows        = numberRows;
            mazeData.NumberRooms = 0;
            mazeData.Name        = nameMaze;
            //mazeData.StartLocation = new IVector2();
            //mazeData.EndLocation = new IVector2();

            for (int iCol = 0; iCol < numberColumns; ++iCol)
            {
                for (int iRow = 0; iRow < numberRows; ++iRow)
                {
                    mazeData.AddTileData(grid[iCol, iRow]);

                    /*Debug.Log("Tile(" + iCol + "x" + iRow + ") - Coord ( " + grid[iCol, iRow].Coords.Column + "," + grid[iCol, iRow].Coords.Row + ")");
                     * for (int iEdge = 0; iEdge < grid[iCol, iRow].Edges.Length; iEdge++)
                     * {
                     *  Debug.Log("Edge " + ((MazeDirection)iEdge).ToString() + ":" + grid[iCol, iRow].Edges[iEdge].ToString());
                     * }*/
                }
            }

            Debug.Log("Saving " + mazeData.Name + " to JSON...");

            MazeJSONTool.SaveMazeOnFile(mazeData);

            if (OnEndGenerateJSONMaze != null)
            {
                OnEndGenerateJSONMaze("");
            }
        }