public WorldGeneratorToCorridorsManager(LogicGrid masterLogicGrid, Tilemap floor, TileBase tileFloor, int wallThickness) { this.masterLogicGrid = masterLogicGrid; this.floor = floor; this.tileFloor = tileFloor; this.wallThickness = wallThickness; }
public DeadEndManager(dataStruct.WorldGeneratorToDeadEndManager data) { m_masterLogicGrid = data.masterLogicGrid; m_floor = data.floor; m_door = data.door; m_ends = data.ends; }
public WorldGeneratorToDeadEndManager(LogicGrid masterLogicGrid, Tilemap floor, Tilemap door, List <Vector2Int> ends) { this.masterLogicGrid = masterLogicGrid; this.floor = floor; this.door = door; this.ends = ends; }
private void SetPathNodesFromLogicGrid(LogicGrid logicGrid) { m_cellToNodes = new Dictionary <common.world.cellType.LogicCell, PathNode>(); m_logicGrid = logicGrid; m_pathNodes = new PathNode[m_logicGrid.Width, m_logicGrid.Height]; List <PathNode> pathNodeList = new List <PathNode>(); for (int x = 0; x < m_logicGrid.Width; x++) { for (int y = 0; y < m_logicGrid.Height; y++) { if (m_logicGrid.Grid[x, y] != null) { m_pathNodes[x, y] = new PathNode(x, y); m_cellToNodes[m_logicGrid.Grid[x, y]] = m_pathNodes[x, y]; m_logicGrid.Grid[x, y].OnChange += UpdateNeighboursOnCellChange; pathNodeList.Add(m_pathNodes[x, y]); } } } //Add neighbours to each walkable pathnode foreach (PathNode p in m_pathNodes) { if (p != null) { AddAllWalkableNeighbours(p); } } m_pathfinding = new Pathfinding(pathNodeList); m_setUpDone = true; }
public CorridorsManager(dataStruct.WorldGeneratorToCorridorsManager data) { m_masterLogicGrid = data.masterLogicGrid; m_floor = data.floor; m_tileFloor = data.tileFloor; m_wallThickness = data.wallThickness; }
public LogicGrid AddOneRoom() { m_masterLogicGrid = new ubv.common.world.LogicGrid(m_boundariesMap.x, m_boundariesMap.y); RoomInfo myRoom = GameObject.Instantiate(m_randomRoomPoolSection0[0], new Vector3(6, 6, 0), Quaternion.identity, m_grid.transform); AddToMasterGrid(myRoom, new Vector2Int(6, 6)); return(m_masterLogicGrid); }
public void TestSetOneTrue() { _grid = new LogicGrid <Fish, Currency>(); _grid[Fish.Haddock, Currency.EUR] = true; Assert.True(_grid[Fish.Haddock, Currency.EUR]); Assert.False(_grid[Fish.Haddock, Currency.KRW]); Assert.False(_grid[Fish.Cod, Currency.EUR]); }
public DoorManager(dataStruct.WorldGeneratorToDoorManager worldGeneratorToDoorManager) { m_masterLogicGrid = worldGeneratorToDoorManager.masterLogicGrid; m_floor = worldGeneratorToDoorManager.floor; m_door = worldGeneratorToDoorManager.door; m_tileFloor = worldGeneratorToDoorManager.tileFloor; m_tileDoor = worldGeneratorToDoorManager.tileDoor; m_roomInMap = worldGeneratorToDoorManager.roomInMap; }
private void OnWorldGenerated() { LogicGrid logicGrid = m_worldGenerator.GetMasterLogicGrid(); if (logicGrid != null) { this.SetPathNodesFromLogicGrid(logicGrid); } }
public WorldGeneratorToDoorManager(LogicGrid masterLogicGrid, Tilemap floor, Tilemap door, TileBase tileFloor, TileBase tileDoor, List <RoomInfo> roomInMap) { this.masterLogicGrid = masterLogicGrid; this.floor = floor; this.door = door; this.tileFloor = tileFloor; this.tileDoor = tileDoor; this.roomInMap = roomInMap; }
public void TestSetFourFalse() { _grid = new LogicGrid <Fish, Currency>(); foreach (Fish fish in new List <Fish> { Fish.Cod, Fish.Flake, Fish.Plaice, Fish.Rock }) { _grid[fish, Currency.EUR] = false; } Assert.True(_grid[Fish.Haddock, Currency.EUR]); }
public WallManager(dataStruct.WolrdGeneratorToWallManager data) { m_masterLogicGrid = data.masterLogicGrid; m_wall = data.wall; m_tileWall = data.tilewall; }
public LogicGrid GenerateRoomGrid() { m_masterLogicGrid = new ubv.common.world.LogicGrid(m_boundariesMap.x, m_boundariesMap.y); Vector3 positionUnusedRoom = new Vector3(-250, -250, 0); foreach (RoomInfo room in m_mandatoryRoomPoolSection0) { RoomInfo myRoom = GameObject.Instantiate(room, positionUnusedRoom, Quaternion.identity, m_grid.transform); AddRoomToSection0(myRoom, true); } for (int i = 0; i < m_numberRandomRoomSection0; i++) { RoomInfo myRoom = GameObject.Instantiate( m_randomRoomPoolSection0[Random.Range(0, m_randomRoomPoolSection0.Count)], positionUnusedRoom, Quaternion.identity, m_grid.transform ); AddRoomToSection0(myRoom, false); } for (int i = 0; i < m_numberRandomRoomBottomLeft; i++) { RoomInfo myRoom = GameObject.Instantiate( m_randomRoomPoolSection0[Random.Range(0, m_randomRoomPoolSection0.Count)], positionUnusedRoom, Quaternion.identity, m_grid.transform ); AddRoomToBottomLeft(myRoom, false); } for (int i = 0; i < m_numberRandomRoomTopLeft; i++) { RoomInfo myRoom = GameObject.Instantiate( m_randomRoomPoolSection0[Random.Range(0, m_randomRoomPoolSection0.Count)], positionUnusedRoom, Quaternion.identity, m_grid.transform ); AddRoomToTopLeft(myRoom, false); } for (int i = 0; i < m_numberRandomRoomTopRight; i++) { RoomInfo myRoom = GameObject.Instantiate( m_randomRoomPoolSection0[Random.Range(0, m_randomRoomPoolSection0.Count)], positionUnusedRoom, Quaternion.identity, m_grid.transform ); AddRoomToTopRight(myRoom, false); } for (int i = 0; i < m_numberRandomRoomBottomRight; i++) { RoomInfo myRoom = GameObject.Instantiate( m_randomRoomPoolSection0[Random.Range(0, m_randomRoomPoolSection0.Count)], positionUnusedRoom, Quaternion.identity, m_grid.transform ); AddRoomToBottomRight(myRoom, false); } return(m_masterLogicGrid); }
public void TestSetOneFalse() { _grid = new LogicGrid <Fish, Currency>(); _grid[Fish.Haddock, Currency.EUR] = false; Assert.False(_grid[Fish.Haddock, Currency.EUR]); }
public WolrdGeneratorToWallManager(LogicGrid masterLogicGrid, Tilemap wall, TileBase tilewall) { this.masterLogicGrid = masterLogicGrid; this.wall = wall; this.tilewall = tilewall; }