コード例 #1
0
    private List <TypeDonjon> GenerateTypes(SaveHandler handler)
    {
        List <TypeDonjon> lstType = new List <TypeDonjon>();

        MySqlConnection con = handler._dbHandler.con;
        MySqlDataReader reader;
        MySqlCommand    command = con.CreateCommand();

        command.CommandText = "SELECT * FROM typesdonjon";
        reader = command.ExecuteReader();

        while (reader.Read())
        {
            TypeDonjon type = new TypeDonjon(reader);
            lstType.Add(type);
        }
        reader.Close();

        foreach (TypeDonjon type in lstType)
        {
            type.GenerateRoom(handler._dbHandler.con);
        }

        return(lstType);
    }
コード例 #2
0
    public Dungeon(int _widthDungeon, int _heightDungeon, TypeDonjon type, int lvl, int qtt, List <Tilemap> lst)
    {
        InitLayers(lst);
        _dungeonType          = type;
        _level                = lvl;
        _lstEnnemy            = new Dictionary <Vector3, GameObject>();
        _lstEnnemyInstantiate = new Dictionary <Vector3, GameObject>();

        _dungeonGenerator = new Generator(_widthDungeon, _heightDungeon, _dungeonType, qtt);
    }
コード例 #3
0
ファイル: Generator.cs プロジェクト: Darkxys/ROC
    /// <summary>
    /// The main function to produce a dungeon
    /// </summary>

    public Generator(int width, int height, TypeDonjon type, int quantity)
    {
        _importantRoom = new List <Salle>();
        _rooms         = new List <Salle>();

        _sizeX        = width;
        _sizeY        = height;
        _quantityRoom = quantity;

        _importantRoom.Add(type.lstSalle[0]);
        _importantRoom.Add(type.lstSalle[1]);

        foreach (Salle salle in type.lstSalle)
        {
            if (!_importantRoom.Contains(salle))
            {
                _rooms.Add(salle);
            }
        }
    }