Texture2D[] PickTileMapSet(Room.roomType type)
    {
        Texture2D[] ret = sideTiles;
        switch (type)
        {
        case Room.roomType.side:
            ret = sideTiles;
            break;

        case Room.roomType.normal:
            ret = normalTiles;
            break;

        case Room.roomType.drop:
            ret = dropTiles;
            break;

        case Room.roomType.landing:
            ret = landingTiles;
            break;

        case Room.roomType.dropThrough:
            ret = dropThroughTiles;
            break;
        }
        return(ret);
    }
コード例 #2
0
    void AddRoom(int posX, int posY, Vector2 checkPos, Room.roomType roomType)
    {
        rooms[posX, posY] = new Room(checkPos, roomType);
        roomStats roomStats = new roomStats();

        roomStats.x        = posX;
        roomStats.y        = posY;
        roomStats.checkPos = checkPos;

        roomPos.Add(roomStats);
    }
コード例 #3
0
    public Room.roomType getCurrentRoomTypeInf()
    {
        Room.roomType type = Room.roomType.binaryOption;

        for (int i = 0; i < this.GetComponentsInChildren <Room>(false).Length; i++)
        {
            type = this.GetComponentsInChildren <Room>()[i].MyRoomType;
        }

        return(type);
    }
コード例 #4
0
ファイル: RoomInstance.cs プロジェクト: Bryan9815/ProjectCC
 public void Setup(Texture2D _tex, Vector2 _gridPos, Room.roomType _type, bool _doorTop, bool _doorBot, bool _doorLeft, bool _doorRight)
 {
     tex       = _tex;
     gridPos   = _gridPos;
     type      = _type;
     doorTop   = _doorTop;
     doorBot   = _doorBot;
     doorLeft  = _doorLeft;
     doorRight = _doorRight;
     MakeDoors();
     GenerateRoomTiles();
     CheckMobs();
 }
コード例 #5
0
    //comprueba que la sala sea válida y despues la crea
    // @Params :
    //x: indice de la casilla x donde queremos que cree la sala
    //y: indice de la casilla y donde queremos que cree la sala
    public Room createRoom(int x, int y, Room.roomType roomType)
    {
        int  roomWidth  = Random.Range(minRoom, maxRoom);
        int  roomHeigth = roomWidth;
        Room roomAux    = null;

        if (primeritoDia == false)
        {
            roomWidth    = 7;
            roomHeigth   = roomWidth;
            primeritoDia = true;
        }

        x = (int)(x - (roomWidth / 2));
        y = (int)(y - (roomHeigth / 2));

        if ((x + roomWidth) < width && (y + roomHeigth) < heigth && x > 0 && y > 0)
        {
            if (!checkRoomSpace(x, y, roomWidth, roomHeigth))
            {
                return(null);
            }

            roomAux = new Room(roomWidth, roomHeigth, prefabRoomList, roomType);
            for (int i = x; i < x + roomWidth; i++)
            {
                for (int j = y; j < y + roomHeigth; j++)
                {
                    roomAux.addTile(level[i, j], depth);
                }
            }
            levelRooms.Add(roomAux);
            roomsAvailable.Add(roomAux);

            surface.BuildNavMesh();
            return(roomAux);
        }
        else
        {
            return(createCorridor(roomType));
        }
    }
コード例 #6
0
    int TypeNumber(Room.roomType type)     //converts data for PrintPath
    {
        switch (type)
        {
        case Room.roomType.normal:
            return(1);

        case Room.roomType.drop:
            return(2);

        case Room.roomType.landing:
            return(3);

        case Room.roomType.dropThrough:
            return(4);

        default:
            return(0);
        }
    }
コード例 #7
0
    //Orden de crear nueva sala:
    //Primero decide de que sala y en que direccion crearlo.
    // segundo lo crea
    //Comprueba que la sala  se puede crear con elcheckRoomSpace
    // si la pued ecrear llama a acreate Room y la crea
    public Room createCorridor(Room.roomType roomType)
    {
        if (roomsAvailable.Count == 0)
        {
            return(null);
        }
        int         roomIndex = Random.Range(0, roomsAvailable.Count - 1);
        Room        room      = (Room)roomsAvailable[roomIndex];
        CorridorDir dir       = generateDir(room);
        Room        roomAux   = null;

        int        longui = Random.Range(minCorridor, maxCorridor);
        int        x;
        int        y;
        GameObject tile;
        TileScript myTile;

        switch (dir)
        {
        case CorridorDir.BOTTOM:
            y      = 0;
            x      = (int)(room.width / 2);
            tile   = room.tiles[x, y];
            myTile = tile.GetComponent <TileScript>();
            x      = myTile.indexX;
            y      = myTile.indexY - 1;
            for (int i = y; i > y - longui; i--)
            {
                if (i >= 0 && i < heigth)
                {
                    tile   = level[x, i];
                    myTile = tile.GetComponent <TileScript>();
                    if (myTile.tileType == TileScript.type.GROUND)
                    {
                        if (x > 0 && x < width - 1)    // si no estamos en un extremo
                        {
                            if (level[x + 2, i].GetComponent <TileScript>().tileType != TileScript.type.CORRIDOR && level[x - 1, i].GetComponent <TileScript>().tileType != TileScript.type.CORRIDOR)
                            {
                                myTile.changeType(TileScript.type.CORRIDOR, prefabCorridor, depth);
                                level[x + 1, i].GetComponent <TileScript>().changeType(TileScript.type.CORRIDOR, prefabCorridor, depth);    // lo hacemos el doble de gordo el camino
                            }
                        }
                        else
                        {
                            myTile.changeType(TileScript.type.CORRIDOR, prefabCorridor, depth);
                        }
                    }
                    else
                    {
                        return(createCorridor(roomType));
                    }
                }
                else
                {
                    return(createCorridor(roomType));
                }
            }


            roomAux = createRoom(x, y - longui, roomType);
            if (roomAux != null)
            {
                roomAux.top = true;
            }

            break;

        case CorridorDir.TOP:
            y      = (int)room.heigth - 1;
            x      = (int)(room.width / 2);
            tile   = room.tiles[x, y];
            myTile = tile.GetComponent <TileScript>();
            x      = myTile.indexX;
            y      = myTile.indexY + 1;
            for (int i = y; i < y + longui; i++)
            {
                if (i >= 0 && i < heigth)
                {
                    tile   = level[x, i];
                    myTile = tile.GetComponent <TileScript>();
                    if (myTile.tileType == TileScript.type.GROUND)
                    {
                        if (x > 0 && x < width - 1)
                        {
                            if (level[x + 1, i].GetComponent <TileScript>().tileType != TileScript.type.CORRIDOR && level[x - 2, i].GetComponent <TileScript>().tileType != TileScript.type.CORRIDOR)
                            {
                                myTile.changeType(TileScript.type.CORRIDOR, prefabCorridor, depth);
                                level[x - 1, i].GetComponent <TileScript>().changeType(TileScript.type.CORRIDOR, prefabCorridor, depth);   // lo hacemos el doble de gordo el camino
                            }
                        }
                        else
                        {
                            myTile.changeType(TileScript.type.CORRIDOR, prefabCorridor, depth);
                        }
                    }
                    else
                    {
                        return(createCorridor(roomType));
                    }
                }
                else
                {
                    return(createCorridor(roomType));
                }
            }

            roomAux = createRoom(x, y + longui, roomType);
            if (roomAux != null)
            {
                roomAux.bottom = true;
            }

            break;

        case CorridorDir.RIGTH:
            y      = (int)(room.heigth / 2);
            x      = (int)room.width - 1;
            tile   = room.tiles[x, y];
            myTile = tile.GetComponent <TileScript>();
            x      = myTile.indexX + 1;
            y      = myTile.indexY;
            for (int i = x; i < x + longui; i++)
            {
                if (i >= 0 && i < width)
                {
                    tile = level[i, y];
                    tile.transform.Rotate(0.0f, 90.0f, 0.0f);
                    myTile = tile.GetComponent <TileScript>();
                    if (myTile.tileType == TileScript.type.GROUND)
                    {
                        if (y > 0 && y < heigth - 1)
                        {
                            if (level[i, y + 2].GetComponent <TileScript>().tileType != TileScript.type.CORRIDOR && level[i, y - 1].GetComponent <TileScript>().tileType != TileScript.type.CORRIDOR)
                            {
                                myTile.changeType(TileScript.type.CORRIDOR, prefabCorridor, depth);
                                level[i, y + 1].GetComponent <TileScript>().changeType(TileScript.type.CORRIDOR, prefabCorridor, depth);
                            }
                        }
                        else
                        {
                            myTile.changeType(TileScript.type.CORRIDOR, prefabCorridor, depth);
                        }
                    }
                    else
                    {
                        return(createCorridor(roomType));
                    }
                }
                else
                {
                    return(createCorridor(roomType));
                }
            }

            roomAux = createRoom(x + longui, y, roomType);
            if (roomAux != null)
            {
                roomAux.left = true;
            }

            break;

        case CorridorDir.LEFT:
            y      = (int)(room.heigth / 2);
            x      = 0;
            tile   = room.tiles[x, y];
            myTile = tile.GetComponent <TileScript>();
            x      = myTile.indexX - 1;
            y      = myTile.indexY;
            for (int i = x; i > x - longui; i--)
            {
                if (i >= 0 && i < width)
                {
                    tile = level[i, y];
                    tile.transform.Rotate(0.0f, 90.0f, 0.0f);
                    myTile = tile.GetComponent <TileScript>();
                    if (myTile.tileType == TileScript.type.GROUND)
                    {
                        if (y > 0 && y < heigth - 1)
                        {
                            if (level[i, y + 1].GetComponent <TileScript>().tileType != TileScript.type.CORRIDOR && level[i, y - 2].GetComponent <TileScript>().tileType != TileScript.type.CORRIDOR)
                            {
                                myTile.changeType(TileScript.type.CORRIDOR, prefabCorridor, depth);
                                level[i, y - 1].GetComponent <TileScript>().changeType(TileScript.type.CORRIDOR, prefabCorridor, depth);
                            }
                        }
                        else
                        {
                            myTile.changeType(TileScript.type.CORRIDOR, prefabCorridor, depth);
                        }
                    }
                    else
                    {
                        return(createCorridor(roomType));
                    }
                }
                else
                {
                    return(createCorridor(roomType));
                }
            }
            roomAux = createRoom(x - longui, y, roomType);
            if (roomAux != null)
            {
                roomAux.rigth = true;
            }

            break;
        }
        surface.BuildNavMesh();
        return(roomAux);
    }