public bool HasRoom(RoomCoordinate roomCoordinate) { bool inRoom1 = RoomCoordinate.Equals(roomCoordinate, room1.roomCoordinate); bool inRoom2 = RoomCoordinate.Equals(roomCoordinate, room2.roomCoordinate); return(inRoom1 || inRoom2); }
public bool Equals(RoomCoordinate r1) { if (r1 == null) { return(false); } return(r1.x == roomCoordinate.x && r1.y == roomCoordinate.y); }
// Returns a list of room coordinates that surround the current room coordinate. public static RoomCoordinate[] SurroundingsRoomCoordinates(RoomCoordinate roomCoordinate) { int x = roomCoordinate.x; int y = roomCoordinate.y; RoomCoordinate[] result = { new RoomCoordinate(x - 1, y), new RoomCoordinate(x + 1, y), new RoomCoordinate(x, y - 1), new RoomCoordinate(x, y + 1) }; return(result); }
public static bool Equals(RoomCoordinate r1, RoomCoordinate r2) { if (r1 == null && r2 == null) { return(true); } else if (r1 == null || r2 == null) { return(false); } return(r1.x == r2.x && r1.y == r2.y); }
public Room(RoomCoordinate roomCoordinate, bool startRoom = false, bool endRoom = false, List <string> enemies = null) { // Sets Room Coordinate for the room. // Debug.Log(enemies.Count); this.roomCoordinate = roomCoordinate; this.cluster = cluster; this.startRoom = startRoom; this.endRoom = endRoom; this.enemies = enemies; if (startRoom) { Room dummyRoom = new Room(0, -1); Door dummyDoor = new Door(dummyRoom, this, Door.DoorState.open); } }