コード例 #1
0
        public static TerrainBuilderReturnPacket generateTerrain_shipSelectionVer(float roomWidthHeight, int numOfVertsPerEdge)
        {
            System.Random random_forThread = new System.Random();

            SimplifiedLayoutReturnPacket simplifiedLayout = SimplifiedLayoutTemplates.generateLayout_ShipSelectionScreen();

            UpscaledLayoutReturnPacket upscaledLayout = UpscaledLayoutBuilder.upscaleLayout_Title(simplifiedLayout, roomWidthHeight, numOfVertsPerEdge, random_forThread);

            // Mesh[,] returnMeshes = sliceHeightArrayIntoMultipleMeshes(upscaledLayout.getLandVertexHeights(), roomWidthHeight, numOfVertsPerEdge);
            TerrainMeshDataPacket[,] meshData = sliceHeightArrayIntoMultipleMeshes_2(upscaledLayout.getLandVertexHeights(), roomWidthHeight, numOfVertsPerEdge);

            // return new TerrainBuilderReturnPacket(simplifiedLayout, upscaledLayout, returnMeshes);
            return(new TerrainBuilderReturnPacket(simplifiedLayout, upscaledLayout, meshData, null));
        }
コード例 #2
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        public static TerrainBuilderReturnPacket generateTerrain_DemoVer(float roomWidthHeight, int numOfVertsPerEdge)
        {
            // System.Random random_forThread = new System.Random();

            SimplifiedLayoutReturnPacket simplifiedLayout = SimplifiedLayoutTemplates.generateLayout_Demo();

            UpscaledLayoutReturnPacket upscaledLayout = UpscaledLayoutBuilder.upscaleLayout_Demo(simplifiedLayout, roomWidthHeight, numOfVertsPerEdge);

            // Mesh[,] returnMeshes = sliceHeightArrayIntoMultipleMeshes(upscaledLayout.getLandVertexHeights(), roomWidthHeight, numOfVertsPerEdge);
            TerrainMeshDataPacket[,] meshData = sliceHeightArrayIntoMultipleMeshes_2(upscaledLayout.getLandVertexHeights(), roomWidthHeight, numOfVertsPerEdge);

            PortTownReturnPacket portTownPacket = PortTownPlacementGenerator.generatePortTownInformation_DemoVer(simplifiedLayout, upscaledLayout, roomWidthHeight, numOfVertsPerEdge);

            // return new TerrainBuilderReturnPacket(simplifiedLayout, upscaledLayout, returnMeshes);
            return(new TerrainBuilderReturnPacket(simplifiedLayout, upscaledLayout, meshData, portTownPacket));
        }
コード例 #3
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        public static TerrainBuilderReturnPacket generateTerrain(float roomWidthHeight, int numOfVertsPerEdge, byte sizeOfExplorableArea, byte numberOfKeys)
        {
            System.Random random_forThread = new System.Random();

            // SimplifiedLayoutReturnPacket simplifiedLayout = SimplifiedLayoutTemplates.generateLayout_DebugRoom();
            Debug.Log("Size of area: " + sizeOfExplorableArea);
            SimplifiedLayoutReturnPacket simplifiedLayout = SimplifiedLayoutBuilder.generateLayout_Normal(sizeOfExplorableArea, numberOfKeys, random_forThread);

            UpscaledLayoutReturnPacket upscaledLayout = UpscaledLayoutBuilder.upscaleLayout_Game(simplifiedLayout, roomWidthHeight, numOfVertsPerEdge, random_forThread);

            // Mesh[,] returnMeshes = sliceHeightArrayIntoMultipleMeshes(upscaledLayout.getLandVertexHeights(), roomWidthHeight, numOfVertsPerEdge);
            TerrainMeshDataPacket[,] meshData = sliceHeightArrayIntoMultipleMeshes_2(upscaledLayout.getLandVertexHeights(), roomWidthHeight, numOfVertsPerEdge);

            PortTownReturnPacket portTownPacket = PortTownPlacementGenerator.generatePortTownInformation(simplifiedLayout, upscaledLayout, roomWidthHeight, numOfVertsPerEdge, sizeOfExplorableArea, random_forThread);

            // return new TerrainBuilderReturnPacket(simplifiedLayout, upscaledLayout, returnMeshes);
            return(new TerrainBuilderReturnPacket(simplifiedLayout, upscaledLayout, meshData, portTownPacket));
        }
コード例 #4
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        // public TerrainBuilderReturnPacket(SimplifiedLayoutReturnPacket simplePacket, UpscaledLayoutReturnPacket upscaledPacket, Mesh[,] terrainMeshes)
        public TerrainBuilderReturnPacket(SimplifiedLayoutReturnPacket simplePacket, UpscaledLayoutReturnPacket upscaledPacket, TerrainMeshDataPacket[,] meshData, PortTownReturnPacket portTownPacket)
        {
            // this.terrainMeshes = terrainMeshes;
            boolArray           = upscaledPacket.getBoolArray();
            boolArray_noNoise   = upscaledPacket.getBoolArray_noNoise();
            this.meshData       = meshData;
            this.simplePacket   = simplePacket;
            this.portTownPacket = portTownPacket;

            numOfKeys = 0;
            for (int index = 0; index < 6; index++)
            {
                if (simplePacket.getHasKey()[index])
                {
                    numOfKeys++;
                }
            }
        }
コード例 #5
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        public static PortTownReturnPacket generatePortTownInformation_DemoVer(SimplifiedLayoutReturnPacket simplifiedLayout, UpscaledLayoutReturnPacket upscaledLayout,
                                                                               float roomWidthHeight, int numOfVertsPerEdge)
        {
            PortTownReturnPacket portTownPacket = new PortTownReturnPacket(1);

            PortTownIndividualPacket portTownIndividual = new PortTownIndividualPacket();

            portTownIndividual.setAllData_forDemo();

            portTownPacket.addNewPortTownData(portTownIndividual);

            return(portTownPacket);
        }
コード例 #6
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        public static PortTownReturnPacket generatePortTownInformation(SimplifiedLayoutReturnPacket simplifiedLayout, UpscaledLayoutReturnPacket upscaledLayout,
                                                                       float roomWidthHeight, int numOfVertsPerEdge, byte sizeOfExplorableArea, System.Random random_forThread)
        {
            byte targetNumberOfPortTowns = getTargetNumberOfPortTownsByAreaSize(sizeOfExplorableArea, random_forThread);

            SimpleRoom_Output[,] simplifiedRoomArray = simplifiedLayout.getSimplifiedRoomArray();
            PortTownReturnPacket portTownPacket = new PortTownReturnPacket(targetNumberOfPortTowns);

            byte simpleLayoutWidth  = (byte)simplifiedRoomArray.GetLength(0);
            byte simpleLayoutHeight = (byte)simplifiedRoomArray.GetLength(1);

            byte roomX;
            byte roomY;
            byte breaker;

            // First, place a port town at the starting space:
            roomX = simplifiedLayout.getPlayerStartingLocation()[0];
            roomY = simplifiedLayout.getPlayerStartingLocation()[1];
            portTownPacket.addNewPortTownData(createNewPortTownAtLocation(simplifiedLayout, upscaledLayout, roomX, roomY, roomWidthHeight, numOfVertsPerEdge, random_forThread));

            // Then, build more as neccessary:
            for (byte index = 0; index < targetNumberOfPortTowns - 1; index++)
            {
                breaker = 50;

                do
                {
                    roomX = (byte)random_forThread.Next(0, simpleLayoutWidth);
                    roomY = (byte)random_forThread.Next(0, simpleLayoutHeight);

                    // If the town can't be placed in 50 attempts, chances are none of the later ones will either.
                    // So we give up and return the port towns before the target number is reached.
                    if (--breaker == 0 && index > 0)
                    {
                        return(portTownPacket);
                    }
                } while (!checkIfRoomCanHavePortTown(simplifiedRoomArray[roomX, roomY], portTownPacket, roomX, roomY, simplifiedLayout.getFinalTreasureLocation()));


                portTownPacket.addNewPortTownData(createNewPortTownAtLocation(simplifiedLayout, upscaledLayout, roomX, roomY, roomWidthHeight, numOfVertsPerEdge, random_forThread));
            }

            return(portTownPacket);
        }
コード例 #7
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        private static PortTownIndividualPacket createNewPortTownAtLocation(SimplifiedLayoutReturnPacket simplifiedLayout, UpscaledLayoutReturnPacket upscaledLayout,
                                                                            byte roomX, byte roomY, float roomWidthHeight, int numOfVertsPerEdge, System.Random random_forThread)
        {
            PortTownIndividualPacket portTownIndividual = new PortTownIndividualPacket();

            portTownIndividual.setPortTownPierCoords_simple(roomX, roomY);

            Vector2 waterPosition = new Vector2((roomX + 0.5f) * roomWidthHeight, (roomY + 0.5f) * -roomWidthHeight);
            Vector2 landPosition  = findPortTownPierLandPoint(simplifiedLayout.getSimplifiedRoomArray()[roomX, roomY], waterPosition, roomWidthHeight, random_forThread);

            portTownIndividual.setPortTownYRotation(Vector2.SignedAngle(waterPosition - landPosition, Vector2.up));

            Vector2 stepAmount = (landPosition - waterPosition).normalized * Constants.shipMoveSpeed;

            do
            {
                waterPosition += stepAmount;
            } while (BoolArrayManager.checkForConflict_V2_noDoors(upscaledLayout.getBoolArray(), waterPosition));

            stepAmount     = stepAmount / Constants.shipMoveSpeed * Constants.portTownDistanceFromLand;
            waterPosition -= stepAmount;

            portTownIndividual.setPortTownPierCoords_upscaled(waterPosition.x, waterPosition.y);

            addHousesAroundPier(portTownIndividual, upscaledLayout.getLandVertexHeights(), random_forThread);

            return(portTownIndividual);
        }