Exemplo n.º 1
0
        private bool ConnectToSomething(RoomComponents room, Vector2Int p)
        {
            var maxX = spawnedRooms.GetLength(0) - 1;
            int maxY = spawnedRooms.GetLength(1) - 1;

            List <Vector2Int> neighbours = new List <Vector2Int>();

            if (room.roomDoorUp != null && p.y < maxY && spawnedRooms[p.x, p.y + 1]?.roomDoorDown != null)
            {
                neighbours.Add(Vector2Int.up);
            }
            if (room.roomDoorDown != null && p.y > 0 && spawnedRooms[p.x, p.y - 1]?.roomDoorUp != null)
            {
                neighbours.Add(Vector2Int.down);
            }
            if (room.roomDoorRight != null && p.x < maxX && spawnedRooms[p.x + 1, p.y]?.roomDoorLeft != null)
            {
                neighbours.Add(Vector2Int.right);
            }
            if (room.roomDoorLeft != null && p.x > 0 && spawnedRooms[p.x - 1, p.y]?.roomDoorRight != null)
            {
                neighbours.Add(Vector2Int.left);
            }

            if (neighbours.Count == 0)
            {
                return(false);
            }

            Vector2Int     selectedDirection = neighbours[Random.Range(0, neighbours.Count)];
            RoomComponents selectedRoom      = spawnedRooms[p.x + selectedDirection.x, p.y + selectedDirection.y];

            if (selectedDirection == Vector2Int.up)
            {
                Instantiate(_doorsPrefabs[Random.Range(0, _doorsPrefabs.Length)], room.roomTransformDoorUp);
                Destroy(room.roomDoorUp);
                Destroy(selectedRoom.roomDoorDown);
            }
            else if (selectedDirection == Vector2Int.down)
            {
                Instantiate(_doorsPrefabs[Random.Range(0, _doorsPrefabs.Length)], room.roomTransformDoorDown);
                Destroy(room.roomDoorDown);
                Destroy(selectedRoom.roomDoorUp);
            }
            else if (selectedDirection == Vector2Int.right)
            {
                Instantiate(_doorsPrefabs[Random.Range(0, _doorsPrefabs.Length)], room.roomTransformDoorRight);
                Destroy(room.roomDoorRight);
                Destroy(selectedRoom.roomDoorLeft);
            }
            else if (selectedDirection == Vector2Int.left)
            {
                Instantiate(_doorsPrefabs[Random.Range(0, _doorsPrefabs.Length)], room.roomTransformDoorLeft);
                Destroy(room.roomDoorLeft);
                Destroy(selectedRoom.roomDoorRight);
            }

            return(true);
        }
Exemplo n.º 2
0
        private void PlaceOneRoom()
        {
            HashSet <Vector2Int> vacantPlaces = new HashSet <Vector2Int>();

            for (int x = 0; x < spawnedRooms.GetLength(0); x++)
            {
                for (int y = 0; y < spawnedRooms.GetLength(1); y++)
                {
                    if (spawnedRooms[x, y] == null)
                    {
                        continue;
                    }

                    var maxX = spawnedRooms.GetLength(0) - 1;
                    var maxY = spawnedRooms.GetLength(1) - 1;

                    if (x > 0 && spawnedRooms[x - 1, y] == null)
                    {
                        vacantPlaces.Add(new Vector2Int(x - 1, y));
                    }
                    if (y > 0 && spawnedRooms[x, y - 1] == null)
                    {
                        vacantPlaces.Add(new Vector2Int(x, y - 1));
                    }
                    if (x < maxX && spawnedRooms[x + 1, y] == null)
                    {
                        vacantPlaces.Add(new Vector2Int(x + 1, y));
                    }
                    if (y < maxY && spawnedRooms[x, y + 1] == null)
                    {
                        vacantPlaces.Add(new Vector2Int(x, y + 1));
                    }
                }
            }

            RoomComponents newRoom = Instantiate(RoomPrefabs[Random.Range(0, RoomPrefabs.Length)]);

            for (int i = 0; i < 500; i++)
            {
                Vector2Int position = vacantPlaces.ElementAt(Random.Range(0, vacantPlaces.Count));

                if (ConnectToSomething(newRoom, position))
                {
                    newRoom.transform.position           = new Vector3(position.x - 5, 0, position.y - 5) * 10.2f;
                    spawnedRooms[position.x, position.y] = newRoom;
                    return;
                }
            }

            Destroy(newRoom.gameObject);
        }