예제 #1
0
파일: Maze.cs 프로젝트: reclue/risky-maze
        /// <summary>Разместить префаб ключа от выхода</summary>
        /// <param name="chunk">Текущий блок лабиринта</param>
        private void PlaceExitKey(Chunk chunk) {
            if (!chunk.hasExitKey) return;

            MazePrefabID mazePrefabID = MazePrefabID.EXIT_KEY;
            int numnberRandomPrefab = mazePrefabContainer.GetRandomNumberPrefab(mazePrefabID);

            GameObject cloningPrefab = mazePrefabContainer.prefabs[mazePrefabID][numnberRandomPrefab];

            GameObject gameObjectExitKey = Instantiate(cloningPrefab, transform) as GameObject;

            Vector3 newPosition = Vector3.zero;
            newPosition.x = chunk.x * chunkSize + chunkSize / 2f;
            newPosition.z = chunk.y * chunkSize;

            gameObjectExitKey.transform.position = newPosition;

            // Развернуть стенд с ключем в сторону отсутствующей стены
            Vector3 newRotation = Vector3.zero;
            newRotation.x = gameObjectExitKey.transform.eulerAngles.x;
            newRotation.y = gameObjectExitKey.transform.eulerAngles.y;
            newRotation.z = gameObjectExitKey.transform.eulerAngles.z;

            if (!chunk.hasRightWall) {
                newRotation.y -= 90f;
            } else if (!chunk.hasLeftWall) {
                newRotation.y += 90f;
            } else if (!chunk.hasTopWall) {
                newRotation.y += 180f;
            } // в остальных случаях newRotation.y остается прежним

            gameObjectExitKey.transform.eulerAngles = newRotation;

            gameObjectExitKey.SetActive(true);
        }
예제 #2
0
        /// <summary>Получить случайный префаб по заданному id</summary>
        public GameObject GetRandomPrefab(MazePrefabID mazePrefabID)
        {
            if (prefabs[mazePrefabID].Count == 0)
            {
                return(null);
            }

            return(prefabs[mazePrefabID][GetRandomNumberPrefab(mazePrefabID)]);
        }
예제 #3
0
파일: Maze.cs 프로젝트: reclue/risky-maze
        /// <summary>Вставить дверь в объект <paramref name="anyGameObject"/></summary>
        /// <param name="anyGameObject">Объект, в котоый будет помещена дверь</param>
        private void InsertExitDoor(GameObject anyGameObject) {
            MazePrefabID mazePrefabID = MazePrefabID.EXIT_DOOR;
            int numnberRandomPrefab = mazePrefabContainer.GetRandomNumberPrefab(mazePrefabID);

            GameObject cloningPrefab = mazePrefabContainer.prefabs[mazePrefabID][numnberRandomPrefab];

            GameObject gameObjectExitDoor = Instantiate(cloningPrefab, anyGameObject.transform) as GameObject;

            gameObjectExitDoor.SetActive(true);
        }
예제 #4
0
파일: Maze.cs 프로젝트: reclue/risky-maze
        /// <summary>Разместить префаб любой стены</summary>
        /// <param name="wallPosition">Место расположения на поле</param>
        /// <param name="wallRotation">Угол разворота</param>
        /// <returns>Возвращает размещенный на сцене объект стены</returns>
        private GameObject PlaceAnyWalls(Vector3 wallPosition, Quaternion wallRotation) {
            MazePrefabID mazePrefabID = MazePrefabID.WALL;
            int numnberRandomPrefab = mazePrefabContainer.GetRandomNumberPrefab(mazePrefabID);

            GameObject cloningPrefab = mazePrefabContainer.prefabs[mazePrefabID][numnberRandomPrefab];

            GameObject gameObjectWall = Instantiate(cloningPrefab, transform) as GameObject;

            gameObjectWall.transform.position = wallPosition;
            gameObjectWall.transform.rotation = wallRotation;
            gameObjectWall.SetActive(true);

            return gameObjectWall;
        }
예제 #5
0
파일: Maze.cs 프로젝트: reclue/risky-maze
        /// <summary>Разместить префабы пола</summary>
        /// <param name="chunk">Текущий блок лабиринта</param>
        private void PlaceFloors(Chunk chunk) {
            MazePrefabID mazePrefabID = MazePrefabID.FLOOR;
            int numnberRandomPrefab = mazePrefabContainer.GetRandomNumberPrefab(mazePrefabID);

            GameObject cloningPrefab = mazePrefabContainer.prefabs[mazePrefabID][numnberRandomPrefab];

            GameObject gameObjectFloor = Instantiate(cloningPrefab, transform) as GameObject;

            Vector3 newPosition = Vector3.zero;
            newPosition.x = chunk.x * chunkSize + chunkSize / 2f;
            newPosition.z = chunk.y * chunkSize;

            gameObjectFloor.transform.position = newPosition;
            gameObjectFloor.SetActive(true);
        }
예제 #6
0
파일: Maze.cs 프로젝트: reclue/risky-maze
        /// <summary>Разместить префабы сундуков</summary>
        /// <param name="chunk">Текущий блок лабиринта</param>
        private void PlaceChestsInDeadEnd(Chunk chunk) {
            if (!chunk.isDeadEnd || chunk.hasExitKey || chunk.hasExitDoor || chunk.hasChest || chunk.hasTrap) return;
            if (rnd.Next(0, 100) > 32) return;

            chunk.hasChest = true;

            MazePrefabID mazePrefabID = MazePrefabID.CHEST;
            int numnberRandomPrefab = mazePrefabContainer.GetRandomNumberPrefab(mazePrefabID);

            GameObject cloningPrefab = mazePrefabContainer.prefabs[mazePrefabID][numnberRandomPrefab];

            GameObject gameObjectChest = Instantiate(cloningPrefab, transform) as GameObject;

            Vector3 newPosition = Vector3.zero;
            newPosition.x = chunk.x * chunkSize + chunkSize / 2f;
            newPosition.z = chunk.y * chunkSize;

            // Развернуть сундук в сторону отсутствующей стены
            Vector3 newRotation = Vector3.zero;
            newRotation.x = gameObjectChest.transform.eulerAngles.x;
            newRotation.y = gameObjectChest.transform.eulerAngles.y;
            newRotation.z = gameObjectChest.transform.eulerAngles.z;

            if (!chunk.hasRightWall) {
                newPosition.z -= 1f;
                newRotation.y -= 90f;
            } else if (!chunk.hasLeftWall) {
                newPosition.z += 1f;
                newRotation.y += 90f;
            } else if (!chunk.hasTopWall) {
                newPosition.x += 1f;
                newRotation.y += 180f;
            } else if (!chunk.hasBottomWall) {
                newPosition.x -= 1f;
            }

            gameObjectChest.transform.position = newPosition;
            gameObjectChest.transform.eulerAngles = newRotation;

            gameObjectChest.SetActive(true);
        }
예제 #7
0
파일: Maze.cs 프로젝트: reclue/risky-maze
        /// <summary>Разместить префабы ловушек</summary>
        private void PlaceTraps() {
            const double percentOfTraps = 0.23;
            int countTraps = Convert.ToInt32(mazeStructure.sizeX * mazeStructure.sizeY * percentOfTraps);
            int countChunksForTraps = getCountAvailableChunksForTraps();

            if (countTraps > countChunksForTraps) countTraps = countChunksForTraps;

            while (countTraps > 0) {
                Chunk chunk = mazeStructure.GetRandomChunk();

                if (chunk.hasChest || chunk.isDeadEnd || chunk.hasExitKey || chunk.hasExitDoor) continue;
                if (chunk.hasTrap || chunk.countNeighbourTraps > 2) continue;

                chunk.hasTrap = true;

                MazePrefabID mazePrefabID = MazePrefabID.TRAP;
                if (rnd.Next(0, getCountTraps()) < mazePrefabContainer.prefabs[MazePrefabID.TRAP_WALL].Count) {
                    if (chunk.hasAnyWalls) {
                        mazePrefabID = MazePrefabID.TRAP_WALL;
                    } else {
                        mazePrefabID = MazePrefabID.TRAP;
                    }
                } else {
                    mazePrefabID = MazePrefabID.TRAP;
                }

                int numnberRandomPrefab = mazePrefabContainer.GetRandomNumberPrefab(mazePrefabID);

                GameObject cloningPrefab = mazePrefabContainer.prefabs[mazePrefabID][numnberRandomPrefab];
                GameObject gameObjectTrap = Instantiate(cloningPrefab, transform) as GameObject;

                Vector3 newPosition = Vector3.zero;
                newPosition.x = chunk.x * chunkSize + chunkSize / 2f;
                newPosition.z = chunk.y * chunkSize;
                gameObjectTrap.transform.position = newPosition;

                // Развернуть ловушку в сторону, где есть стена
                if (mazePrefabID == MazePrefabID.TRAP_WALL) {
                    Vector3 newRotation = Vector3.zero;
                    newRotation.x = gameObjectTrap.transform.rotation.x;
                    newRotation.z = gameObjectTrap.transform.rotation.z;

                    while (true) {
                        int side = rnd.Next(0, 4);

                        if (side == 0) {
                            if (chunk.hasRightWall) {
                                newRotation.y += 180f;
                                break;
                            }
                        } else if (side == 1) {
                            if (chunk.hasLeftWall) {
                                newRotation.y += 0f;
                                break;
                            }
                        } else if (side == 2) {
                            if (chunk.hasBottomWall) {
                                newRotation.y += -90f;
                                break;
                            }
                        } else if (side == 3) {
                            if (chunk.hasTopWall) {
                                newRotation.y += 90f;
                                break;
                            }
                        }
                    }//elihw

                    gameObjectTrap.transform.rotation = Quaternion.Euler(newRotation);
                }

                gameObjectTrap.SetActive(true);

                countTraps--;
            }
        }
예제 #8
0
 /// <summary>Получить случайный номер префаба в списке по заданному id</summary>
 public int GetRandomNumberPrefab(MazePrefabID mazePrefabID)
 {
     return(Random.Range(0, prefabs[mazePrefabID].Count));
 }