コード例 #1
0
 // Can StructureAttachmentPoint be attached to our point?
 public bool Compatible(StructureAttachmentPoint outAttachPoint)
 {
     if (ReverseDirection(Direction) != outAttachPoint.Direction)
     {
         //Debug.Log("incompatible for direction" + this + " " + outAttachPoint);
         return(false);
     }
     if (!LocationsCompatible(this, outAttachPoint))
     {
         //Debug.Log("incompatible for locations" + this + " " + outAttachPoint);
         return(false);
     }
     if (!KindsCompatible(this, outAttachPoint))
     {
         //Debug.Log("incompatible for kinds" + this + " " + outAttachPoint);
         return(false);
     }
     if (Size > outAttachPoint.Size)
     {
         //Debug.Log("incompatible for size" + this + " " + outAttachPoint + " " + this.Size + " " + outAttachPoint.Size);
         return(false);
     }
     //Debug.Log("compatible!");
     return(true);
 }
コード例 #2
0
    public StructureAttachmentPoint RandomCompatiblePoint(StructureAttachmentPoint outPoint)
    {
        var validPoints = GetComponentsInChildren <StructureAttachmentPoint>().Where(subPoint => subPoint.Compatible(outPoint));
        int count       = validPoints.Count();

        Debug.Assert(count > 0);
        return(validPoints.ElementAt(UnityEngine.Random.Range(0, count)));
    }
コード例 #3
0
    // Get a random structure that is valid for this attach outPoint.
    // Note that every structure has a "Kind", which is what we test here, but
    // the actual location is an attach outPoint on that structure.
    private LevelStructure RandomCompatibleStructure(StructureAttachmentPoint outPoint)
    {
        var validComponents = Components.Where(structure => structure.HasCompatibleInAttachment(outPoint));
        int count           = validComponents.Count();

        if (count <= 0)
        {
            Debug.Log(outPoint + " " + outPoint.Kind);
        }
        Debug.Assert(count > 0);
        return(validComponents.ElementAt(UnityEngine.Random.Range(0, count)));
    }
コード例 #4
0
 public bool HasCompatibleInAttachment(StructureAttachmentPoint outAttachPoint)
 {
     Debug.Assert(outAttachPoint.Direction.HasFlag(AttachmentDirection.OutAttach));
     foreach (StructureAttachmentPoint inAttachPoint in this.GetComponentsInChildren <StructureAttachmentPoint>())
     {
         if (inAttachPoint.Compatible(outAttachPoint))
         {
             return(true);
         }
     }
     return(false);
 }
コード例 #5
0
    public LevelStructure Generate(float weight, StructureAttachmentPoint outPoint)
    {
        if (UnityEngine.Random.Range(0f, 0.99f) > weight)
        {
            return(null);
        }

        Debug.Log("Generating Structure");

        LevelStructure root = null;

        if (outPoint == null)
        {
            // Base case:
            root = RandomKind(AttachmentKind.Platform).GenerateClone();
            Debug.Log("Base case, got " + root);
        }
        else
        {
            // Recursive case: create a structure compatible with that outPoint
            Debug.Log("Recursive case, looking for compatible with " + outPoint.Kind);
            root = RandomCompatibleStructure(outPoint).GenerateClone();
            Debug.Log("Recursive case, got " + root);

            // And on that new structure, mark the outPoint we're using.
            StructureAttachmentPoint usedPoint = root.RandomCompatiblePoint(outPoint);
            usedPoint.ConsumeTransforms(root.UsedTransforms);

            Debug.Log("Done marking used transforms: " + root.UsedTransforms.Count);

            // Because this is the time where we know (physically) where
            // we belong, we'll also place ourselves in space.

            Debug.Assert(outPoint != null);
            Debug.Assert(usedPoint != null);
            Debug.Assert(root != null);

            // We're gluing together "usedPoint" and "outPoint".
            // "outPoint" is (presumably) the point on our parent
            // "usedPoint" is the point on our structure "root".


            /*
             *    Vector3 originalOffset = usedPoint.transform.position;
             *    var originalRotation1 = outPoint.transform.localRotation;
             *    var originalRotation2 = usedPoint.transform.localRotation;
             *    //root.transform.localRotation = outPoint.transform.localRotation * usedPoint.transform.localRotation;
             *    //root.transform.localPosition += root.transform.localRotation * originalOffset;
             *    root.transform.parent = outPoint.transform;
             *    root.transform.localPosition = new Vector3(0, 0, 0);
             *    root.transform.localRotation = originalRotation2;
             *    Vector3 slideAmount = usedPoint.transform.position - root.transform.position;
             *    root.transform.position -= slideAmount;
             */

            // this is close, but not quite.
            root.transform.parent        = outPoint.transform;
            root.transform.localRotation = usedPoint.transform.localRotation;
            root.transform.position     -= (usedPoint.transform.position - outPoint.transform.position);

            // We're gluing together "usedPoint" and "outPoint".
            // "outPoint" is (presumably) the point on our parent
            // "usedPoint" is the point on our structure "root".
            //root.transform.localRotation = usedPoint.transform.localRotation;


            // We adjust by (where the root expects to be connected) and (where the parent expects the root to be connected)

            // TODO: Did we just induce a collision with the parent?
            // Maybe need to look "up" the whole tree.
            // If so, just bail and do nothing.

            if (root.structurePerturbations.HasFlag(StructurePerturbations.SmallSlide))
            {
                root.transform.position += new Vector3((UnityEngine.Random.value - 0.5f) * 4, 0, (UnityEngine.Random.value - 0.5f) * 4);
                //root.transform.lposition.x += UnityEngine.Random.value- 0.5f;
                //root.transform.position.y += UnityEngine.Random.value- 0.5f;
            }
        }

        // root is the structure we've just created.
        var renderer = root.GetComponent <Renderer>();

        if (renderer != null)
        {
            //renderer.material = LevelGenerator.I.Materials.ChooseRandom();
        }

        // Generate sub-structures if possible
        weight *= DensityValue;

        foreach (StructureAttachmentPoint subPoint in root.GetComponentsInChildren <StructureAttachmentPoint>())
        {
            if (subPoint.Direction == AttachmentDirection.OutAttach)
            {
                // Is every transform is uses available?
                if (!subPoint.TransformsAvailable(root.UsedTransforms))
                {
                    continue;
                }

                // OK, great:
                LevelStructure newStructure = Generate(weight, subPoint);
                if (newStructure != null)
                {
                    subPoint.ConsumeTransforms(root.UsedTransforms);
                }
            }
        }

        return(root);
    }
コード例 #6
0
 public static bool KindsCompatible(StructureAttachmentPoint a, StructureAttachmentPoint b)
 {
     return((a.Kind & b.Kind) != 0);
 }
コード例 #7
0
 // Maybe a smarter way? Whatever.
 public static bool LocationsCompatible(StructureAttachmentPoint a, StructureAttachmentPoint b)
 {
     return((a.Location & b.Location) != 0);
 }