コード例 #1
0
ファイル: Maze.cs プロジェクト: RireMakar/Unity-Backtracking
 // creates a passage between the specified cells
 private void CreatePassage(MazeCell cell, MazeCell otherCell, MazeDirection direction)
 {
     MazePassage passage = Instantiate(passagePrefab) as MazePassage;
     passage.Initialize(cell, otherCell, direction);
     passage = Instantiate(passagePrefab) as MazePassage;
     passage.Initialize(otherCell, cell, direction.GetOpposite());
 }
コード例 #2
0
ファイル: MazeDoor.cs プロジェクト: designerzim/unity-Maze
    public override void Initialize (MazeCell primary, MazeCell other, MazeDirection direction)
    {
        float localX = hinge.localScale.x;
        float localY = hinge.localScale.y;
        float localZ = hinge.localScale.z;

        base.Initialize(primary, other, direction);
        if (OtherSideOfDoor != null)
        {
            isMirrored = true;
            hinge.localScale = new Vector3(-localX, localY, localZ);
            Vector3 p = hinge.localPosition;
            p.x *= -1;
            hinge.localPosition = p;
        }

        for (int i = 0; i < transform.childCount; i++)
        {
            Transform child = transform.GetChild(i);
            if (child != hinge)
            {
                child.GetComponent<Renderer>().material = cell.room.settings.wallMaterial;
            }
        }
    }
コード例 #3
0
 public override string ToString()
 {
     MazeDirection[] directions = new MazeDirection[5] { MazeDirection.None, MazeDirection.Up, MazeDirection.Right, MazeDirection.Down, MazeDirection.Left };
     StringBuilder sb = new StringBuilder();
     sb.AppendLine(string.Format("X: {0}", this.X));
     sb.AppendLine(string.Format("Y: {0}", this.Y));
     sb.AppendLine(string.Format("CanContinueBuild: {0}", this.CanContinueBuild));
     sb.AppendLine(string.Format("Built: {0}", this.HasPath));
     sb.AppendLine(string.Format("BuildDirections: "));
     foreach (MazeDirection direction in directions)
     {
         if (this.BuildDirections.Contains(direction))
         {
             sb.Append(string.Format(" {0} ", direction));
         }
     }
     sb.AppendLine(string.Format("ExploreDirections: "));
     foreach (MazeDirection direction in directions)
     {
         if (this.ExploreDirections.Contains(direction))
         {
             sb.Append(string.Format(" {0} ", direction));
         }
     }
     return sb.ToString();
 }
コード例 #4
0
ファイル: Player.cs プロジェクト: thmundal/Blendertest
    void OnControllerColliderHit(ControllerColliderHit hit)
    {
        Rigidbody body = hit.collider.attachedRigidbody;

        MazeCell cell = hit.gameObject.GetComponentInParent<MazeCell>();
        if (cell == null)
            return;

        if(cell != currentCell)
        {
            if(currentCell != null)
                currentCell.OnPlayerExit();

            cell.OnPlayerEnter();
        }

        currentCell = cell;
        Vector3 transformDirection = new Vector3(Mathf.Round(transform.forward.x), 0f, Mathf.Round(transform.forward.z));
        IntVector2 direction = new IntVector2((int) transformDirection.x, (int) transformDirection.z);

        if(direction.x != 0 && direction.z != 0)
        {
            if (Random.Range(0, 1) == 1)
                direction.x = 0;
            else
                direction.z = 0;
        }

        MazeDirection mazeDirection = MazeDirections.FromIntVector2(direction);
        faceDirection = mazeDirection;
    }
コード例 #5
0
ファイル: Player.cs プロジェクト: futamiyuuki/Unity-Chan
 private void Move(MazeDirection direction)
 {
     MazeCellEdge edge = currentCell.GetEdge(direction);
     if (edge is MazePassage) {
         SetLocation(edge.otherCell);
     }
 }
コード例 #6
0
ファイル: Player2.cs プロジェクト: kleptodorf/CS3013
	private void Move(MazeDirection direction){
		//Debug.Log (currentCell.coordinates.x + ", " + currentCell.coordinates.z);
		MazeCellEdge edge = currentCell.GetEdge (direction);
		if (edge is MazePassage) {
			SetLocation (edge.otherCell);
		}
	}
コード例 #7
0
	public virtual void Initialize (MazeCell cell, MazeDirection direction = MazeDirection.North) {
		this.cell = cell;
		this.direction = direction;
		transform.parent = cell.transform;
		transform.localPosition = Vector3.zero;
		transform.localRotation = direction.ToRotation();
	}
コード例 #8
0
ファイル: Maze.cs プロジェクト: kleptodorf/CS3013
	private void CreateWall(MazeCell cell, MazeCell otherCell, MazeDirection direction){
		MazeWall wall = Instantiate (wallFab) as MazeWall;
		wall.Initialize (cell, otherCell, direction);
		if(otherCell != null){
			wall = Instantiate (wallFab) as MazeWall;
			wall.Initialize (otherCell, cell, direction.GetOpposite ());
		}
	}
コード例 #9
0
ファイル: MazeCellEdge.cs プロジェクト: Zoltaris/MinotaurMaze
	public void Initialize (MazeCell cell, MazeCell otherCell, MazeDirection direction) {
		this.cell = cell;
		this.otherCell = otherCell;
		this.direction = direction;
		cell.SetEdge(direction, this);
		transform.parent = cell.transform;
		transform.localPosition = Vector3.zero;
		transform.localRotation = direction.ToRotation();
	}
コード例 #10
0
ファイル: Maze.cs プロジェクト: thmundal/Blendertest
 public void CreateWall(MazeCell cell, MazeCell otherCell, MazeDirection direction)
 {
     MazeWall wall = Instantiate(wallprefabs[Random.Range(0, wallprefabs.Length)]) as MazeWall;
     wall.Initialize(cell, otherCell, direction);
     if(otherCell != null)
     {
         wall = Instantiate(wallprefabs[Random.Range(0, wallprefabs.Length)]) as MazeWall;
         wall.Initialize(otherCell, cell, direction.GetOpposite());
     }
 }
コード例 #11
0
ファイル: Maze.cs プロジェクト: sabrinagreenlee/JaneBound
 private void CreatePassage(MazeCell cell, MazeCell otherCell, MazeDirection direction)
 {
     MazePassage prefab = Random.value < doorProbability ? doorPrefab : passagePrefab;
     MazePassage passage = Instantiate(prefab) as MazePassage;
     passage.Initialize(cell, otherCell, direction);
     passage = Instantiate(prefab) as MazePassage;
     if (passage is MazeDoor) {
         otherCell.Initialize(CreateRoom(cell.room.settingsIndex));
     }
     else {
         otherCell.Initialize(cell.room);
     }
     passage.Initialize(otherCell, cell, direction.GetOpposite());
 }
コード例 #12
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    private void CreateAllCellsAndHallwaysBasedOnGraph() {
        if (transform.localScale != new Vector3(1f, 1f, 1f)) {
            transform.localScale = new Vector3(1f, 1f, 1f);
        }

        MazeDirection[] dirs = new MazeDirection[] { MazeDirection.North, MazeDirection.South, MazeDirection.East, MazeDirection.West };

        //a cell will exist at each node
        for (int i = 0; i < MazeGrid.x; i++) {
            for (int j = 0; j < MazeGrid.y; j++) {
                CreateCell(new IntVector2(i, j));
            }
        }

        //decide whether to place walls or doors in each of the 4 directions around a cell
        for (int i = 0; i < MazeGrid.x; i++) {
            for (int j = 0; j < MazeGrid.y; j++) {
                foreach (var dir in dirs) {
                    IntVector2 move = dir.ToIntVector2();
                    IntVector2 newCoord = move + new IntVector2(i, j);
                    if (ValidCoordinate(newCoord)) {
                        GraphNode node1 = MazeGrid.grid[i, j];
                        GraphNode node2 = MazeGrid.grid[newCoord.x, newCoord.z];

                        //check if edge exists if the new coordinate was valid:
                        if (MazeGrid.GetEdge(node1, node2) == null) {
                            CreateWall(cells[i, j], GetCell(newCoord), dir);
                        }
                        else {
                            CreatePassage(cells[i, j], GetCell(newCoord), dir);
                        }
                    }
                    else {
                        CreateWall(cells[i, j], null, dir);
                    }
                }
            }
        }

        //loop through edges and create hallways
        foreach (var e in MazeGrid.edgeList) {
            CreateHallway(e);
        }

        //make the maze bigger or smaller as desired
        transform.localScale = new Vector3(MazeScale, MazeScale, MazeScale);

    }
コード例 #13
0
ファイル: Player.cs プロジェクト: Zoltaris/MinotaurMaze
    private void Move (MazeDirection direction)
    {
        MazeCellEdge edge = currentCell.GetEdge(direction);
        if (edge is MazePassage)
        {
            SetLocation(edge.otherCell);
            audio.Stop();
            audio.PlayOneShot(_Footsteps, 0.5f);
        }
        
        else
        {
            audio.Stop();
			audio.PlayOneShot(_cantMove[Random.Range(0, _cantMove.Length)], 1f);
        }    
        }
コード例 #14
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    public override void Initialize(MazeCell primary, MazeCell other, MazeDirection direction)
    {
        base.Initialize(primary, other, direction);
        if (OtherSideOfDoor != null) {
            hinge.localScale = new Vector3(-1f, 1f, 1f);
            Vector3 p = hinge.localPosition;
            p.x = -p.x;
            hinge.localPosition = p;
        }

        for (int i = 0; i < transform.childCount; i++) {
            Transform child = transform.GetChild(i);
            if (child != hinge) {
                child.GetComponent<Renderer>().material = cell.room.settings.wallMaterial;
            }
        }
    }
コード例 #15
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	private void Move1(MazeDirection direction,bool playsound)
    {        
          MazeCell nextcell =  Maze.instance.getLongNextMazeCell(currentCell, direction);
          directionKeyWating = MazeDirection.None;// khong 
          setRotation(direction);
          currentDirection = direction;
          if (nextcell != null)
          {              
              SetLocation(nextcell);
              targetCell = nextcell;
          }
        if(playsound)
        {
            SoundEngine.playLoop(SoundEngine.instance.move);
        }
          
    }
コード例 #16
0
    //initialize a directional signpost pointing in direction dir and in a quadrant of the cell not
    //containing the player located at playerPosition.
    public void AddSignPost(MazeDirection dir, Vector3 playerPosition) {

        if (signpostInstance != null) {
            return;
        }

        signpostInstance = Instantiate(signpostPrefab) as DirectionalSignPost;
        signpostInstance.transform.parent = transform;

        Vector3 relativePos = playerPosition - transform.localPosition;

        signpostInstance.transform.localPosition = new Vector3(
            (relativePos.x <= 0 ? 0.25f : -0.25f), 
            -1.5f,
            (relativePos.z <= 0 ? 0.25f : -0.25f)
        );

        signpostInstance.transform.localRotation *= dir.ToRotation();
    }
コード例 #17
0
 private void moveContinue(MazeDirection _direction)// khi dang di chuyen ma co nut nhan
 {
     if((currentDirection == MazeDirection.North && _direction == MazeDirection.South ) ||
         (currentDirection == MazeDirection.South && _direction == MazeDirection.North ) ||
         (currentDirection == MazeDirection.East && _direction == MazeDirection.West ) ||
         (currentDirection == MazeDirection.West && _direction == MazeDirection.East ) )
     {
         
         MazeCell tempCurrentcell = Maze.instance.findCell(transform.position);
         MazeCell nextcell = currentCell;//.instance.getLongNextMazeCell(currentCell, _direction);
         // directionKeyWating = MazeDirection.None;// khong 
         setRotation(_direction);
         if (nextcell != null)
         {
             currentCell = tempCurrentcell;
             SetLocation(nextcell);
             targetCell = nextcell;               
         }
         // dung la
     }
     
    
 }
	public void CreateWall (MazeCell cell, MazeCell otherCell, MazeDirection direction) {
		var randomNumbers = GetRandomNumberForWallPrefab ();
		WallGeneration (cell, otherCell, direction, randomNumbers);
	}
	private void GeneratePassageSameRoom (MazeCell cell, MazeCell otherCell, MazeDirection direction) {
		var prefab = maze.passagePrefab;
		MazePassage passage = Maze.Instantiate(prefab) as MazePassage;
		passage.Initialize(cell, otherCell, direction);
		passage = Maze.Instantiate(prefab) as MazePassage;
		passage.Initialize (otherCell, cell, direction.GetOpposite ());
		if (cell.room != otherCell.room) 
			RoomAssimilation (cell, otherCell);
	}
コード例 #20
0
        public int Solve()
        {
            // Parse the map and work out where we're going
            var           map           = Input.SplitByNewLines().Skip(1).Select(line => line.ToCharArray()).ToArray();
            int           currentColumn = Array.IndexOf(map[0], '|');
            int           currentRow    = 0;
            MazeDirection direction     = MazeDirection.Down;
            var           lettersFound  = new List <char>();
            int           steps         = 0;

            while (true)
            {
                if (currentRow < 0 || currentRow >= map.Length || currentColumn < 0 || currentColumn >= map[currentRow].Length)
                {
                    // We've run off the edge - hopefully we're done.
                    Console.WriteLine($"Off the edge! Solution: {string.Join("", lettersFound.ToArray())}");
                    return(steps);
                }

                steps++;

                if (map[currentRow][currentColumn] >= 'A' && map[currentRow][currentColumn] <= 'Z')
                {
                    // Woo, found a letter!
                    var foundLetter = map[currentRow][currentColumn];

                    if (lettersFound.Contains(foundLetter))
                    {
                        // Uh oh, we assume this is wrong; what shall we try doing?
                        Console.WriteLine($"Oo, found {foundLetter} again; stop here");
                        return(steps);
                    }
                    else
                    {
                        lettersFound.Add(foundLetter);

                        var allLetters = string.Join("", lettersFound.ToArray());
                        if (allLetters == "DWNBGECOMY")
                        {
                            return(steps);
                        }
                    }
                }

                Console.WriteLine($"Going {direction} at {currentRow}, {currentColumn} having found {string.Join("", lettersFound.ToArray())}");
                switch (direction)
                {
                case MazeDirection.Down:
                    // Base case: Assume we were already heading down via a sensible route, either a | or a letter or crossing over a - or something. So we
                    // want to continue down unless we're o a + and going straight on will land us over the edge or on an empty space
                    if ((currentRow == map.Length - 1 || map[currentRow + 1][currentColumn] == ' ') && map[currentRow][currentColumn] == '+')
                    {
                        // This is the "about to do something silly, but we can turn a corner so we're ok" case
                        if (currentColumn > 0 && (map[currentRow][currentColumn - 1] == '-' || (map[currentRow][currentColumn - 1] >= 'A' && map[currentRow][currentColumn - 1] <= 'Z')))
                        {
                            currentColumn--;
                            direction = MazeDirection.Left;
                        }
                        else if (currentColumn < map[currentRow].Length - 1 && (map[currentRow][currentColumn + 1] == '-' || (map[currentRow][currentColumn + 1] >= 'A' && map[currentRow][currentColumn + 1] <= 'Z')))
                        {
                            currentColumn++;
                            direction = MazeDirection.Right;
                        }
                        else
                        {
                            throw new InvalidOperationException(
                                      "Oops, looks like we can and should turn a corner, but we can't, which is suspicious");
                        }
                    }
                    else
                    {
                        {
                            // We can keep heading down, so let's do it
                            currentRow++;
                        }
                    }
                    break;

                case MazeDirection.Up:
                    // BIG COMMENT TO MISS LATER: This should be identical to the DOWN case, but inverted
                    // Base case: Assume we were already heading up via a sensible route, either a | or a letter or crossing over a - or something. So we
                    // want to continue down unless we're o a + and going straight on will land us over the edge or on an empty space
                    if ((currentRow == 0 || map[currentRow - 1][currentColumn] == ' ') && map[currentRow][currentColumn] == '+')
                    {
                        // This is the "about to do something silly, but we can turn a corner so we're ok" case
                        if (currentColumn > 0 && (map[currentRow][currentColumn - 1] == '-' || (map[currentRow][currentColumn - 1] >= 'A' && map[currentRow][currentColumn - 1] <= 'Z')))
                        {
                            currentColumn--;
                            direction = MazeDirection.Left;
                        }
                        else if (currentColumn < map[currentRow].Length && (map[currentRow][currentColumn + 1] == '-' || (map[currentRow][currentColumn + 1] >= 'A' && map[currentRow][currentColumn + 1] <= 'Z')))
                        {
                            currentColumn++;
                            direction = MazeDirection.Right;
                        }
                        else
                        {
                            throw new InvalidOperationException(
                                      "Oops, looks like we can and should turn a corner, but we can't, which is suspicious");
                        }
                    }
                    else
                    {
                        {
                            // We can keep heading up, so let's do it
                            currentRow--;
                        }
                    }
                    break;

                case MazeDirection.Left:
                    // BIG COMMENT TO MISS LATER: This should be very similar to the DOWN case, but rotated somehow
                    // Base case: Assume we were already heading left via a sensible route, either a - or a letter or crossing over a | or something. So we
                    // want to continue left unless we're on a + and going straight on will land us over the edge or on an empty space
                    if ((currentColumn == 0 || map[currentRow][currentColumn - 1] == ' ') && map[currentRow][currentColumn] == '+')
                    {
                        // This is the "about to do something silly, but we can turn a corner so we're ok" case
                        if (currentRow > 0 && (map[currentRow - 1][currentColumn] == '|' || (map[currentRow - 1][currentColumn] >= 'A' && map[currentRow - 1][currentColumn] <= 'Z')))
                        {
                            currentRow--;
                            direction = MazeDirection.Up;
                        }
                        else if (currentRow < map.Length - 1 && (map[currentRow + 1][currentColumn] == '|' || (map[currentRow + 1][currentColumn] >= 'A' && map[currentRow + 1][currentColumn] <= 'Z')))
                        {
                            currentRow++;
                            direction = MazeDirection.Down;
                        }
                        else
                        {
                            throw new InvalidOperationException(
                                      "Oops, looks like we can and should turn a corner, but we can't, which is suspicious");
                        }
                    }
                    else
                    {
                        {
                            // We can keep heading left, so let's do it
                            currentColumn--;
                        }
                    }
                    break;

                case MazeDirection.Right:
                    // BIG COMMENT TO MISS LATER: This should be very similar to the LEFT case, but inverted
                    // Base case: Assume we were already heading right via a sensible route, either a - or a letter or crossing over a | or something. So we
                    // want to continue right unless we're on a + and going straight on will land us over the edge or on an empty space
                    if ((currentColumn == map[currentRow].Length - 1 || map[currentRow][currentColumn + 1] == ' ') && map[currentRow][currentColumn] == '+')
                    {
                        // This is the "about to do something silly, but we can turn a corner so we're ok" case
                        if (currentRow > 0 && (map[currentRow - 1][currentColumn] == '|' || (map[currentRow - 1][currentColumn] >= 'A' && map[currentRow - 1][currentColumn] <= 'Z')))
                        {
                            currentRow--;
                            direction = MazeDirection.Up;
                        }
                        else if (currentRow < map.Length - 1 && (map[currentRow + 1][currentColumn] == '|' || (map[currentRow + 1][currentColumn] >= 'A' && map[currentRow + 1][currentColumn] <= 'Z')))
                        {
                            currentRow++;
                            direction = MazeDirection.Down;
                        }
                        else
                        {
                            throw new InvalidOperationException(
                                      "Oops, looks like we can and should turn a corner, but we can't, which is suspicious");
                        }
                    }
                    else
                    {
                        {
                            // We can keep heading right, so let's do it
                            currentColumn++;
                        }
                    }
                    break;
                }
            }


            return(42);
        }
コード例 #21
0
ファイル: Player.cs プロジェクト: bsgg/TheMaze
 public void SetDirection(MazeDirection direction)
 {
     m_CurrentDirection      = direction;
     transform.localRotation = direction.ToRotation();
 }
コード例 #22
0
        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Update()
        {
            if (HasArrived(targetPosition) == true)
            {
                // Update current position
                currentPosition = targetPosition;

                // Check available moves
                bool canMoveLeft  = CanMoveInDirection(MazeDirection.Left);
                bool canMoveRight = CanMoveInDirection(MazeDirection.Right);
                bool canMoveUp    = CanMoveInDirection(MazeDirection.Up);
                bool canMoveDown  = CanMoveInDirection(MazeDirection.Down);

                // Calcualte the current index position
                Vector2Int index = new Vector2Int(Mathf.RoundToInt(currentPosition.x), Mathf.RoundToInt(currentPosition.y));

                // Add to visited
                if (visited.Contains(index) == false)
                {
                    visited.Add(index);
                    DropBreadcrumb();
                }

                try
                {
                    // Get a move decsision
                    MazeDirection moveDirection = DecideDirection(
                        index,
                        canMoveLeft,
                        canMoveRight,
                        canMoveUp,
                        canMoveDown);

                    // Validate direction
                    switch (moveDirection)
                    {
                    case MazeDirection.Up:
                    {
                        // Validate move
                        if (canMoveUp == false)
                        {
                            throw new InvalidOperationException("Invalid decision: Cannot move up. Game will restart");
                        }

                        // Update target position
                        targetPosition             = currentPosition + new Vector2(0, 1);
                        transform.localEulerAngles = new Vector3(0, 0, 0);
                        break;
                    }

                    case MazeDirection.Down:
                    {
                        // Validate move
                        if (canMoveDown == false)
                        {
                            throw new InvalidOperationException("Invalid decision: Cannot move down. Game will restart");
                        }

                        // Update target position
                        targetPosition             = currentPosition + new Vector2(0, -1);
                        transform.localEulerAngles = new Vector3(0, 0, 180);
                        break;
                    }

                    case MazeDirection.Left:
                    {
                        // Validate move
                        if (canMoveLeft == false)
                        {
                            throw new InvalidOperationException("Invalid decision: Cannot move left. Game will restart");
                        }

                        // Update target position
                        targetPosition             = currentPosition + new Vector2(-1, 0);
                        transform.localEulerAngles = new Vector3(0, 0, 90);
                        break;
                    }

                    case MazeDirection.Right:
                    {
                        // Validate move
                        if (canMoveRight == false)
                        {
                            throw new InvalidOperationException("Invalid decision: Cannot move right. Game will restart");
                        }

                        // Update target position
                        targetPosition             = currentPosition + new Vector2(1, 0);
                        transform.localEulerAngles = new Vector3(0, 0, -90);
                        break;
                    }
                    }
                }
                catch (Exception e)
                {
                    Debug.LogException(e);
                    Restart();
                }
            }
            else
            {
                // Move to target
                transform.position = Vector2.MoveTowards(transform.position, targetPosition, moveSpeed * Time.deltaTime);
            }
        }
コード例 #23
0
 private void initMazeData()
 {
     //initialize entire array
     for (int x = 0; x < size.x; x++)
     {
         for (int z = 0; z < size.z; z++)
         {
             SetType(x, z, WallType.SolidWall);
         }
     }
     //set start and end
     if (regenerating)
     {
         SetType(end, WallType.Floor);
     }
     else
     {
         SetType(start, WallType.Floor);
     }
     //loot room at the center of maze
     for (int x = mazeSize.x - 2; x <= mazeSize.x + 2; x++)
     {
         for (int z = mazeSize.z - 2; z <= mazeSize.z + 2; z++)
         {
             if (x == mazeSize.x - 2 || x == mazeSize.x + 2 || z == mazeSize.z - 2 || z == mazeSize.z + 2)
             {
                 SetType(x, z, WallType.PermanentWall);
             }
             else
             {
                 SetType(x, z, WallType.LootRoom);
             }
         }
     }
     //randomly decide entrance to loot room
     dir = MazeDirections.randomEnum <MazeDirection>();
     if (dir == MazeDirection.South)
     {
         door.z         -= 2;
         doorEntrance.z -= 3;
     }
     else if (dir == MazeDirection.North)
     {
         door.z         += 2;
         doorEntrance.z += 3;
     }
     else if (dir == MazeDirection.West)
     {
         door.x         -= 2;
         doorEntrance.x -= 3;
     }
     else
     {
         door.x         += 2;
         doorEntrance.x += 3;
     }
     //add Treasure Chest
     if (!regenerating)
     {
         SetType(mazeSize, WallType.TreasureChest);
     }
 }
コード例 #24
0
ファイル: MazeCell.cs プロジェクト: kostasEf/Dissertation
 public void SetEdge(MazeDirection direction, MazeCellEdge edge)
 {
     edges[(int)direction] = edge;
     initializedEdgeCount += 1;
 }
コード例 #25
0
 public void SetEdge(MazeDirection direction, MazeCellEdge edge)
 {
     edges[(int)direction] = edge;
     // Increase count whenever a wall is set up
     initializedEdgeCount += 1;
 }
コード例 #26
0
ファイル: TileData.cs プロジェクト: bsgg/TheMaze
 public void SetEdge(MazeDirection edge, MazeCellEdge.TypeEdgeEnum tEdge)
 {
     Edges[(int)edge]      = tEdge;
     m_NumberDefinedEdges += 1;
 }
コード例 #27
0
 public override void Initialize(MazeCell cell, MazeCell otherCell, MazeDirection direction)
 {
     base.Initialize(cell, otherCell, direction);
     transform.GetChild(0).GetComponent <Renderer>().material = cell.room.settings.wallMaterial;
 }
コード例 #28
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ファイル: MazeDirection.cs プロジェクト: asr1/FlagRunner3D
 public static MazeDirection GetNextCounterclockwise(this MazeDirection direction)
 {
     return((MazeDirection)(((int)direction + Count - 1) % Count));
 }
コード例 #29
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ファイル: MazeDirection.cs プロジェクト: asr1/FlagRunner3D
 //Rotation
 public static MazeDirection GetNextClockWise(this MazeDirection direction)
 {
     return((MazeDirection)(((int)direction + 1) % Count));
 }
コード例 #30
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 private void CreateMazeEntrance(Vector2Int coordinates, MazeDirection direction)
 {
     cells[coordinates.x, coordinates.y].entrance = direction;
 }
コード例 #31
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    private void populateMaze()
    {
        //SetType(0, 1, WallType.Floor);
        IntVector2 pos = new IntVector2(0, 0);

        for (; pos.x < size.x; pos.x++)
        {
            pos.z = 0;
            for (; pos.z < size.z; pos.z++)
            {
                WallType type = GetType(pos);
                if (type == WallType.SolidWall || type == WallType.PermanentWall)
                {
                    createPrefab <MazeWall>(pos, dir, wallPrefab);
                }
                if (type == WallType.Door)
                {
                    createPrefab <MazeDoor>(pos, dir, doorPrefab);
                    createPrefabMaterial <MazeFloor>(pos, floorPrefab, 1);
                }
                if (type == WallType.TreasureChest)
                {
                    createPrefab <TreasureChest>(pos, dir, treasurePrefab);
                    createPrefabMaterial <MazeFloor>(pos, floorPrefab, 1);
                    if (hasCeiling)
                    {
                        createPrefab <MazeCeiling>(pos, ceilingPrefab);
                    }
                }
                if (type == WallType.LootRoom)
                {
                    createPrefabMaterial <MazeFloor>(pos, floorPrefab, 1);
                    if (hasCeiling)
                    {
                        createPrefab <MazeCeiling>(pos, ceilingPrefab);
                    }
                }
                if (type == WallType.Floor)
                {
                    createPrefab <MazeFloor>(pos, dir, floorPrefab);
                    if (hasCeiling)
                    {
                        createPrefab <MazeCeiling>(pos, ceilingPrefab);
                    }
                    if (pos.x != doorEntrance.x && pos.z != doorEntrance.z)
                    {
                        if (rollRandom(7))
                        {
                            createPrefab <MazeVine>(pos, vinePrefab);
                            createPrefab <MazeDoor>(pos, doorPrefab);
                            randomlyAddCoin(pos, 1.5f, 10);
                        }
                        else if (mazeNum >= 2 && rollRandom(5))
                        {
                            //CALC THE ORIENTATION
                            MazeDirection facing = MazeDirection.East;
                            createPrefab <MazeBreakable>(pos, facing, breakablePrefab);
                        }
                        else if (mazeNum >= 4 && rollRandom(5))
                        {
                            createPrefab <MazeJumpObstacle>(pos, jumpPrefab);
                            randomlyAddCoin(pos, 4.5f, 10);
                        }
                        else if (mazeNum >= 6 && rollRandom(5))
                        {
                            createPrefab <MazePushObstacle>(pos, pushPrefab);
                        }
                        else
                        {
                            randomlyAddCoin(pos, 1.5f, 10);
                        }
                    }
                }
            }
        }
    }
コード例 #32
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ファイル: MazeDirection.cs プロジェクト: Icrodiscfe/Misc
 public static Vector2Int ToIntVector2(this MazeDirection direction)
 {
     return(vectors[(int)direction]);
 }
コード例 #33
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ファイル: Maze.cs プロジェクト: Judgy53/DungeonStalker
 public static Vector2i ToVector2i(this MazeDirection dir)
 {
     return(vectors[(int)dir]);
 }
コード例 #34
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 public static MazeDirection GetOpposite(this MazeDirection direction)
 {
     return(opposites[(int)direction]);
 }
コード例 #35
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 public MazeCellEdge GetEdge(MazeDirection dir) {
     return this.edges[(int)dir];
 }
コード例 #36
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 public static Quaternion ToRotation(this MazeDirection direction)
 {
     return(rotations[(int)direction]);
 }
コード例 #37
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 public static IntVector2 ToIntVector2(this MazeDirection direction)
 {
     return(_vector2S[(int)direction]);
 }
コード例 #38
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 internal void DestroyWall(MazeDirection direction)
 {
     walls[(int)direction].SetActive(false);
 }
コード例 #39
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 private static MazeCell GetNeighborCellInDirection(MazeCell cell, MazeDirection direction)
 {
     return(GetCell(cell.GetX() + MazeDirections.ToIntVector2(direction).x,
                    cell.GetY() + MazeDirections.ToIntVector2(direction).y));
 }
コード例 #40
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ファイル: MazeWall.cs プロジェクト: Ariapaws/CS4350-Wormhole
 public override void Initialize(MazeCell cell, MazeCell otherCell, MazeDirection direction)
 {
     base.Initialize(cell, otherCell, direction);
     //wall.GetComponent<MeshRenderer>().material.mainTexture = cell.room.settings.wallMaterial.mainTexture;
 }
コード例 #41
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 // Das ist eine so genannte 'extension method'. Das 'this' keyword sorgt dafuer, dass sich das ganze wie eine auf MazeDirection definierte Methode
 // verhaelt. Probiert was passiert, wenn man das this keyword entfernt.
 public static CellVector ToCellVector(this MazeDirection direction)
 {
     return(MazeDirections.vectors[(int)direction]);
 }
コード例 #42
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 public static string ToString(this MazeDirection direction)
 {
     return(direction.ToString());
 }
コード例 #43
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ファイル: Maze.cs プロジェクト: giustizieri25/MazeScreenSaver
        public MazeCell AdvanceBuild(MazeCell mazeCell, MazeDirection mazeDirection)
        {
            MazeCell newHead = null;

            if (mazeCell != null)
            {
                switch (mazeDirection)
                {
                    case MazeDirection.Up:
                        newHead = this.MazeCells[mazeCell.Y - 1][mazeCell.X];
                        break;
                    case MazeDirection.Right:
                        newHead = this.MazeCells[mazeCell.Y][mazeCell.X + 1];
                        break;
                    case MazeDirection.Down:
                        newHead = this.MazeCells[mazeCell.Y + 1][mazeCell.X];
                        break;
                    case MazeDirection.Left:
                        newHead = this.MazeCells[mazeCell.Y][mazeCell.X - 1];
                        break;
                }

                ((List<MazeDirection>)mazeCell.BuildDirections).Remove(mazeDirection);
                ((List<MazeDirection>)mazeCell.ExploreDirections).Add(mazeDirection);

                newHead.PreviousBuildCell = mazeCell;
                newHead.PreviousBuildDirection = this.oppositeDirection(mazeDirection);
                newHead.HasPath = true;
                ((List<MazeDirection>)newHead.BuildDirections).Remove(this.oppositeDirection(mazeDirection));
                ((List<MazeDirection>)newHead.ExploreDirections).Add(this.oppositeDirection(mazeDirection));

                if (newHead.Y > 0)
                {
                    MazeCell upCell = this.MazeCells[newHead.Y - 1][newHead.X];
                    if (upCell.HasPath)
                    {
                        ((List<MazeDirection>)newHead.BuildDirections).Remove(MazeDirection.Up);
                        ((List<MazeDirection>)upCell.BuildDirections).Remove(MazeDirection.Down);
                    }
                }

                if (newHead.X < this.Width - 1)
                {
                    MazeCell rightCell = this.MazeCells[newHead.Y][newHead.X + 1];
                    if (rightCell.HasPath)
                    {
                        ((List<MazeDirection>)newHead.BuildDirections).Remove(MazeDirection.Right);
                        ((List<MazeDirection>)rightCell.BuildDirections).Remove(MazeDirection.Left);
                    }
                }

                if (newHead.Y < this.Height - 1)
                {
                    MazeCell downCell = this.MazeCells[newHead.Y + 1][newHead.X];
                    if (downCell.HasPath)
                    {
                        ((List<MazeDirection>)newHead.BuildDirections).Remove(MazeDirection.Down);
                        ((List<MazeDirection>)downCell.BuildDirections).Remove(MazeDirection.Up);
                    }

                }

                if (newHead.X > 0)
                {
                    MazeCell leftCell = this.MazeCells[newHead.Y][newHead.X - 1];
                    if (leftCell.HasPath)
                    {
                        ((List<MazeDirection>)newHead.BuildDirections).Remove(MazeDirection.Left);
                        ((List<MazeDirection>)leftCell.BuildDirections).Remove(MazeDirection.Right);
                    }
                }
            }

            return newHead;
        }
コード例 #44
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 public MazeCellEdge GetEdge(MazeDirection dir)
 {
     return(this.edges[(int)dir]);
 }
	public void WallGeneration (MazeCell cell, MazeCell otherCell, MazeDirection direction, int[] randomNumbers) {
		MazeWall wall = Maze.Instantiate (maze.wallSettings.wallPrefabs [randomNumbers[0]]) as MazeWall;
		wall.Initialize (cell, otherCell, direction);
		if (otherCell == null) return;
		wall = Maze.Instantiate (maze.wallSettings.wallPrefabs [randomNumbers[1]]) as MazeWall;
		wall.Initialize (otherCell, cell, direction.GetOpposite ());
	}
コード例 #46
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 /// <summary>
 /// </summary>
 /// <param name="direction"></param>
 /// <returns></returns>
 public static IntVector3 ToIntVector3(this MazeDirection direction)
 {
     return(_vectors[(int)direction]);
 }
	private void GeneratePassageDifferentRoom (MazeCell cell, MazeCell otherCell, MazeDirection direction) {
		MazePassage prefab;
		if (maze.MaxDoorNumber == 0)
			prefab = GetMazePassageBasedOnDoorPropability ();
		else 
			prefab = GetMazePassageBasedOnMaxDoorNumber (cell);
		MazePassage passage = Maze.Instantiate(prefab) as MazePassage;
		passage.Initialize(cell, otherCell, direction);
		passage = Maze.Instantiate(prefab) as MazePassage;
		DifferentRoomAction (cell, otherCell, passage);
		passage.Initialize (otherCell, cell, direction.GetOpposite ());
	}
コード例 #48
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 // SET EDGE:
 public void SetEdge(MazeDirection direction, MazeCellEdge edge)
 {
     edges[(int)direction] = edge;
     initializedEdgeCount += 1;
 }
コード例 #49
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ファイル: Player.cs プロジェクト: futamiyuuki/Unity-Chan
 private void Look(MazeDirection direction)
 {
     transform.localRotation = direction.ToRotation();
     currentDirection = direction;
 }
コード例 #50
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 public MazeCellEdge GetEdge(MazeDirection direction)
 {
     return(edges [(int)direction]);
 }
コード例 #51
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ファイル: MazeCell.cs プロジェクト: kostasEf/Dissertation
 public MazeCellEdge GetEdge(MazeDirection direction)
 {
     return edges[(int)direction];
 }
コード例 #52
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 public static IVector2 ToIntVector2(this MazeDirection direction)
 {
     return(m_DirectionToVector[(int)direction]);
 }
コード例 #53
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 public void SetEdge(MazeDirection dir, MazeCellEdge edge) {
     this.edges[(int)dir] = edge;
     this.initedEdgeCount += 1;
 }
コード例 #54
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 public static MazeDirection GetNextCounterclockwise(this MazeDirection direction)
 {
     return((MazeDirection)(((int)direction + NumberDirections - 1) % NumberDirections));
 }
コード例 #55
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 void GetDataFromCurrentCell(MazeCell currentCell, out MazeDirection direction, out Vector2Int neighbourCoordinates)
 {
     direction            = currentCell.RandomUninitializedDirection;
     neighbourCoordinates = MazeDirections.MakeNewCoordinates(currentCell.coordinates, direction);
     currentCell.RemoveEdge(direction);
 }
コード例 #56
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 private void CreateMazeExit(Vector2Int coordinates, MazeDirection direction)
 {
     cells[coordinates.x, coordinates.y].exit = direction;
 }
コード例 #57
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ファイル: MazeWall.cs プロジェクト: Confirm4Crit/Maze
 public override void Initialize(MazeCell cell, MazeCell otherCell, MazeDirection direction)
 {
     base.Initialize(cell, otherCell, direction);
     wall.GetComponent<Renderer>().material = cell.room.settings.wallMaterial;
 }
コード例 #58
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ファイル: Player.cs プロジェクト: sxhoangha/ARAppGroupProject
 private void Look(MazeDirection direction)
 {
     transform.localRotation = direction.ToRotation();
     currentDirection        = direction;
 }
コード例 #59
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ファイル: Maze.cs プロジェクト: gulfaraz/GGJ2016
	private void CreatePassageInSameRoom (MazeCell cell, MazeCell otherCell, MazeDirection direction) {
		MazePassage passage = Instantiate(passagePrefab) as MazePassage;
		passage.Initialize(cell, otherCell, direction);
		passage = Instantiate(passagePrefab) as MazePassage;
		passage.Initialize(otherCell, cell, direction.GetOpposite());
		if (cell.room != otherCell.room) {
			MazeRoom roomToAssimilate = otherCell.room;
			cell.room.Assimilate(roomToAssimilate);
			rooms.Remove(roomToAssimilate);
			Destroy(roomToAssimilate);
		}
	}
コード例 #60
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 public void SetEdge(MazeDirection dir, MazeCellEdge edge)
 {
     this.edges[(int)dir]  = edge;
     this.initedEdgeCount += 1;
 }