public void ReopenRoom() { for (int i = 0; i < 4; i++) { if (storedExits[i]) { DisableWall(DirectionUtility.getDirection(i)); } } }
public void CloseRoom() { for (int i = 0; i < 4; i++) { if (storedExits[i]) { EnableWall(DirectionUtility.getDirection(i)); } } }
public virtual void BuildTowards(Room target, Room _source, Room[,] floorLayout) { List <int> goingDirections = new List <int> { 0, 1, 2, 3 }; foreach (int i in goingDirections) { int _x = x + DirectionUtility.getX(i); int _y = y + DirectionUtility.getY(i); int dist = Mathf.Abs(x - target.x) + Mathf.Abs(y - target.y); int directDist = Mathf.Abs(_x - target.x) + Mathf.Abs(_y - target.y); if (directDist < dist && _x < floorLayout.GetLength(0) && _x >= 0 && _y < floorLayout.GetLength(1) && _y >= 0) { //Build Towards that direction if (floorLayout[_x, _y] == null) { Debug.Log("Tunneling " + x + ", " + y + " into " + _x + ", " + _y); //If there is no room here, Tunnel! RoomManager.instance.Tunnel(_x, _y, floorLayout, DirectionUtility.opposite(i), _source); bool status = AddExit(DirectionUtility.getDirection(i), floorLayout); if (status == true) { return; } } else if (TestExit(i) == true) { Debug.Log("Building towards " + _x + ", " + _y); floorLayout[_x, _y].BuildTowards(target, _source, floorLayout); return; } else { //If there is a room there, connect them! if (floorLayout[_x, _y].getBaseRoom() != _source) { floorLayout[_x, _y].Connect(_source); } RoomManager.instance.FuseRooms(this, floorLayout[_x, _y], floorLayout); return; } //End return; } } //If we've made it here, no direction is closer to the target, which means THIS IS THE TARGET! _source.Connect(target); }
public void createFloor(Floor thisFloor) { //Get RoomTemplate that is part of the MazeGenerator Object //roomList = GameObject.FindWithTag("Rooms").GetComponent<RoomTemplate>(); roomList = gameObject.GetComponent <RoomTemplate>(); //roomList = this.gameObject.GetComponent<RoomTemplate>(); if (!roomList) { Debug.LogException(new Exception("Could not find RoomTemplate object!")); } //Get the full list of rooms from floor class mainRooms = thisFloor.GetRooms(); mainRooms.Add(thisFloor.GetEntrance()); List <SpecialRoom> createdMainRooms = new List <SpecialRoom>(); //Declare for layout of this floor Room[,] floorLayout = new Room[thisFloor.xSize, thisFloor.ySize]; //Place each importantRoom in a random place on the floor foreach (SpecialRoom _room in mainRooms) { bool repeat = false; do { _room.x = (int)Random.Range(0, thisFloor.xSize - 1); _room.y = (int)Random.Range(0, thisFloor.ySize - 1); repeat = CheckSpot(_room.x, _room.y, floorLayout); if (repeat == false) { //After going through exits, create this mainRoom SpecialRoom tempScript = Instantiate(_room.gameObject, new Vector3(_room.x * ROOM_SIZE_X, _room.y * -ROOM_SIZE_Y, 0), Quaternion.identity).GetComponent <SpecialRoom>(); floorLayout[_room.x, _room.y] = tempScript; if (tempScript) { tempScript.Initialize(); createdMainRooms.Add(tempScript); } } } while(repeat); } //Create Connections //Go through each reqired room that was placed and build a graph to connect them all to each other foreach (SpecialRoom _room in createdMainRooms) { //Debug.Log("Connecting room " + _room.gameObject.name); bool[] exits = FindDirections(_room.x, _room.y, floorLayout, _room.getExits()); //Go through each exit for (int i = 0; i < 4; i++) { //Debug.Log("Direction " + i); //yield return 0; //_room.setExit(i, exits[i]); if (exits[i]) { //Check if a room has somehow been created in the interim if (floorLayout[_room.x + DirectionUtility.getX(i), _room.y + DirectionUtility.getY(i)] == null) { //Call recursive algorithm that begins making corridor rooms starting from each exit Tunnel(_room.x + DirectionUtility.getX(i), _room.y + DirectionUtility.getY(i), floorLayout, DirectionUtility.opposite(i), _room); //Make this mainRoom open or close walls depending on which exits have been set to open _room.DisableWall(DirectionUtility.getDirection(i)); //Debug.Log("Cleanedup"); //yield return 0; }/* else { * //Check if the wall doesn't open to this room * bool[] roomExits = floorLayout[_room.x + DirectionUtility.getX(i), _room.y + DirectionUtility.getY(i)].getExits(); * if(roomExits[DirectionUtility.getIndex(DirectionUtility.opposite(i))] == false) { * //If the room doesn't open up, block it off * _room.EnableWall(DirectionUtility.getDirection(i)); * } * }*/ } } } //Go through all SpecialRooms and check if any are not connected foreach (SpecialRoom _room in createdMainRooms) { for (int attempt = 0; attempt < 3; attempt++) { if (_room.isConnected() == false) { // Force a connection by calling tunnel on an outskirt room //Build towards a random room SpecialRoom targetRoom = null; for (int index = 0; index < createdMainRooms.Count && targetRoom == _room; index++) { targetRoom = createdMainRooms[index]; } _room.BuildTowards(targetRoom, _room, floorLayout); } } } Player.GetPlayer(). SetPosition((Vector2)(GameObject.FindWithTag("SpawnPoint").transform.position), 0); }