/// <summary> /// Is called when this component is added to a GameObject. /// Sets up some default areas. /// </summary> void Reset() { // Set up some default areas areaDatas = new AreaData[4]; int transitionCount = System.Enum.GetNames(typeof(Direction)).Length; for (int i = 0; i < areaDatas.Length; i++) { int minTransition = Random.Range(1, transitionCount); int transitionStart = Random.Range(minTransition, transitionCount); Direction[] transitions = new Direction[transitionCount - transitionStart]; int counter = 0; for (int j = transitionStart; j < transitionCount; j++) { transitions[counter] = (Direction)j; counter++; } areaDatas[i] = new AreaData(AreaData.GetTransitionList(transitions), transitions); } }
void Generate() { generatedAreas = new List <AreaData>(); // Select a random area to start with. int randomAreaIndex = Random.Range(0, areaDatas.Length); AreaData randomArea = areaDatas[randomAreaIndex]; // Create a copy of the AreaData. AreaData newArea = new AreaData(randomArea.name, randomArea.availableTransitions); for (int i = 0; i < iterations; i++) { // Iterate through this area's transitions and add connections // however, we'll also need to check for existing areas blocking the way or that should be connected for (int j = 0; j < newArea.availableTransitions.Length; j++) { Direction transition = newArea.availableTransitions[j]; if (transition == Direction.None) { continue; } Direction opposite = transition.GetOpposite(); Coordinates adjacentAreaCoordinate = newArea.coordinates.GetAdjacentCoordinate(transition); AreaData adjacentArea = GetGeneratedAreaByCoordinate(adjacentAreaCoordinate); // if there's an area in the way check if it has an available transition opposite of this transition. if (adjacentArea != null) { if (!adjacentArea.GetIsTransitionAvailable(opposite)) { // The adjecent area cannot be transitioned to from this area. adjacentArea = null; // We should actually now flag this direction as no longer viable. newArea.availableTransitions[j] = Direction.None; } } // otherwise create a new area else { adjacentArea = CreateRandomAreaWithTransition(opposite); if (adjacentArea == null) { Debug.LogErrorFormat( "Could not GetRandomAreaWithTransition({0}). " + "Please ensure areaDatas has available transitions on all sides", opposite); } else { adjacentArea.coordinates = adjacentAreaCoordinate; generatedAreas.Add(adjacentArea); } } if (adjacentArea != null) { // assign the connection between the two areas. newArea.SetTransitionUsed(transition, adjacentArea, opposite); adjacentArea.SetTransitionUsed(opposite, newArea, transition); } } // check to see if we assigned any transitions to this new area, if so add it to the generatedAreas list. if (newArea.GetTransitionCount() > 0) { if (!generatedAreas.Contains(newArea)) { generatedAreas.Add(newArea); } } // otherwise did something go wrong? else { Debug.LogWarning("No transitions assigned to area: " + newArea.ToString()); } // Now we need to get the next area to work on. newArea = null; foreach (var item in generatedAreas) { if (item.HasAnyAvailableTransition()) { newArea = item; break; } } if (newArea == null) { Debug.Log("Can't find any generated areas with avilable transitions. Quitting."); break; } } }