コード例 #1
0
ファイル: GridLevel.cs プロジェクト: EluardJ/ggj2021
    private RoomChunk GetNewChunk(Vector2 spawnPosition)
    {
        GameObject go    = Instantiate(chunkPrefabs[Random.Range(0, chunkPrefabs.Length)], new Vector3(spawnPosition.x * chunkSize, 0, spawnPosition.y * chunkSize), Quaternion.identity);
        RoomChunk  chunk = go.GetComponent <RoomChunk>();

        chunk.level      = this;
        chunk.gridCoords = spawnPosition;

        return(chunk);
    }
コード例 #2
0
ファイル: GridLevel.cs プロジェクト: EluardJ/ggj2021
 public void RegisterMove(RoomChunk chunk, Vector2 newCoords)
 {
     if (chunks.ContainsKey(newCoords))
     {
         chunks[newCoords] = chunk;
     }
     else
     {
         chunks.Add(newCoords, chunk);
     }
 }
コード例 #3
0
ファイル: GridLevel.cs プロジェクト: EluardJ/ggj2021
    private RoomChunk ReplaceComptoir(Vector2 spawnPosition)
    {
        GameObject go    = Instantiate(comptoirPrefab, new Vector3(spawnPosition.x * chunkSize, 0, spawnPosition.y * chunkSize), Quaternion.identity);
        RoomChunk  chunk = go.GetComponent <RoomChunk>();

        chunk.level      = this;
        chunk.gridCoords = spawnPosition;

        chunks[comptoirCoordinates].comptoir = false;
        chunk.comptoir = true;

        return(chunk);
    }
コード例 #4
0
ファイル: GridGenerator.cs プロジェクト: EluardJ/ggj2021
    private void GenerateGrid(int gridDimensions, float chunkSize)
    {
        _gridLevel.gridDimensions = gridDimensions;
        _gridLevel.chunkSize      = chunkSize;
        _gridLevel.chunkPrefabs   = chunkPrefabs;
        _gridLevel.comptoirPrefab = comptoirPrefab;

        int comptoirI = Random.Range(0, gridDimensions);
        int comptoirJ = Random.Range(0, gridDimensions);

        int letterID = 0;

        for (int j = gridDimensions - 1; j >= 0; j--)
        {
            for (int i = 0; i < gridDimensions; i++)
            {
                Vector3 position = new Vector3(chunkSize * i, 0, chunkSize * j);

                GameObject go = null;
                if (i == comptoirI && j == comptoirJ)
                {
                    go = Instantiate(comptoirPrefab, position, Quaternion.identity);
                    go.GetComponent <RoomChunk>().comptoir = true;
                    _gridLevel.comptoirCoordinates         = new Vector2(i, j);
                }
                else
                {
                    go = Instantiate(chunkPrefabs[Random.Range(0, chunkPrefabs.Length)], position, Quaternion.identity);
                }

                RoomChunk chunk = go.GetComponent <RoomChunk>();

                Vector2 gridCoords = new Vector2(i, j);
                chunk.level      = _gridLevel;
                chunk.gridCoords = gridCoords;
                chunk.SetLetterID(letterID++);

                _gridLevel.chunks.Add(gridCoords, chunk);
            }
        }

        _gridLevel.OnLevelGenerated();
    }
コード例 #5
0
    public void InitializeRequestItems()
    {
        List <Item> items = new List <Item>();

        if (_gridLevel != null)
        {
            foreach (Vector2 coord in _gridLevel.chunks.Keys)
            {
                RoomChunk chunk = _gridLevel.chunks[coord];
                if (chunk == null)
                {
                    continue;
                }
                if (chunk.HasItems())
                {
                }
                else
                {
                    // randomize handles.
                    Transform[] handles = chunk.GetItemHandles();
                    for (int i = 0; i < handles.Length; i++)
                    {
                        Transform temp        = handles[i];
                        int       randomIndex = Random.Range(i, handles.Length);
                        handles[i]           = handles[randomIndex];
                        handles[randomIndex] = temp;
                    }
                    // spawn and set items.
                    int    chunkItemCount = Mathf.Min(handles.Length, _itemPerChunk);
                    Item[] newChunkItems  = new Item[chunkItemCount];
                    for (int i = 0; i < chunkItemCount; i++)
                    {
                        Transform  t = handles[i];
                        GameObject itemGameObject = GameObject.Instantiate(_itemPrefabs[(prefabId++) % _itemPrefabs.Length]);
                        itemGameObject.transform.position = t.position;
                        itemGameObject.transform.rotation = t.rotation;
                        itemGameObject.transform.parent   = t.parent;
                        Item   newItem    = itemGameObject.GetComponent <Item>();
                        int    letterId   = chunk.letterID;
                        string chunkLabel = "?";
                        if (letterId >= 0 && letterId < lettres.Length)
                        {
                            chunkLabel = lettres[letterId];
                        }
                        newItem.SetChunkLabel(chunkLabel);
                        newItem.SetRequestManager(this);
                        newChunkItems[i]          = newItem;
                        _transformToItemLookup[t] = newItem;
                    }
                    chunk.SetItems(newChunkItems);
                }



                if (chunk as ComptoirChunk != null)
                {
                    (chunk as ComptoirChunk).RegisterListener(this);
                }
                Item[] chunkItems = chunk.GetItems();
                if (chunkItems != null)
                {
                    items.AddRange(chunkItems);
                }
            }
        }
        for (int i = 0; i < items.Count; i++)
        {
            Item temp        = items[i];
            int  randomIndex = Random.Range(i, items.Count);
            items[i]           = items[randomIndex];
            items[randomIndex] = temp;
        }

        _requestedItems = items.ToArray();
    }
コード例 #6
0
ファイル: GridLevel.cs プロジェクト: EluardJ/ggj2021
    private void AddChunkAtRandom()
    {
        bool    horizontal      = true;
        bool    positive        = false;
        bool    replaceComptoir = false;
        int     letterID        = 0;
        Vector2 spawnPosition   = GetRandomSpawnPosition(ref horizontal);

        if (horizontal)
        {
            positive = spawnPosition.x > 0 ? true : false;

            if (positive)
            {
                if (comptoirCoordinates == new Vector2(0, spawnPosition.y))
                {
                    replaceComptoir = true;
                }

                letterID = chunks[new Vector2(0, spawnPosition.y)].letterID;
            }
            else
            {
                if (comptoirCoordinates == new Vector2(gridDimensions - 1, spawnPosition.y))
                {
                    replaceComptoir = true;
                }

                letterID = chunks[new Vector2(gridDimensions - 1, spawnPosition.y)].letterID;
            }
        }
        else
        {
            positive = spawnPosition.y > 0 ? true : false;

            if (positive)
            {
                if (comptoirCoordinates == new Vector2(spawnPosition.x, 0))
                {
                    replaceComptoir = true;
                }

                letterID = chunks[new Vector2(spawnPosition.x, 0)].letterID;
            }
            else
            {
                if (comptoirCoordinates == new Vector2(spawnPosition.x, gridDimensions - 1))
                {
                    replaceComptoir = true;
                }

                letterID = chunks[new Vector2(spawnPosition.x, gridDimensions - 1)].letterID;
            }
        }

        RoomChunk chunk = default;

        if (replaceComptoir)
        {
            chunk = ReplaceComptoir(spawnPosition);
        }
        else
        {
            chunk = GetNewChunk(spawnPosition);
        }

        chunk.SetLetterID(letterID);

        MoveRow(chunk, horizontal, positive);
    }
コード例 #7
0
ファイル: GridLevel.cs プロジェクト: EluardJ/ggj2021
    private void MoveRow(RoomChunk newChunk, bool horizontal, bool positive)
    {
        if (horizontal)
        {
            for (int i = 0; i < gridDimensions; i++)
            {
                RoomChunk chunk      = chunks[new Vector2(i, newChunk.gridCoords.y)];
                Vector2   nextCoords = positive ? chunk.gridCoords + Vector2.left : chunk.gridCoords + Vector2.right;
                chunk.MoveToNewPosition(nextCoords, chunkSize);

                if (positive)
                {
                    if (i == 0)
                    {
                        walls[nextCoords].Open();
                    }
                }
                else
                {
                    if (i == gridDimensions - 1)
                    {
                        walls[nextCoords].Open();
                    }
                }
            }

            Vector2 newCoords = positive ? newChunk.gridCoords + Vector2.left : newChunk.gridCoords + Vector2.right;

            walls[newChunk.gridCoords].Open();
            newChunk.MoveToNewPosition(newCoords, chunkSize);
        }
        else
        {
            for (int i = 0; i < gridDimensions; i++)
            {
                RoomChunk chunk      = chunks[new Vector2(newChunk.gridCoords.x, i)];
                Vector2   nextCoords = positive ? chunk.gridCoords + Vector2.down : chunk.gridCoords + Vector2.up;
                chunk.MoveToNewPosition(nextCoords, chunkSize);

                if (positive)
                {
                    if (i == 0)
                    {
                        walls[nextCoords].Open();
                    }
                }
                else
                {
                    if (i == gridDimensions - 1)
                    {
                        walls[nextCoords].Open();
                    }
                }
            }

            Vector2 newCoords = positive ? newChunk.gridCoords + Vector2.down : newChunk.gridCoords + Vector2.up;

            walls[newChunk.gridCoords].Open();
            newChunk.MoveToNewPosition(newCoords, chunkSize);
        }
    }