public void PlayLevel(string name)
 {
     data.SetData("Assets/Generators/" + name + ".json");
     PlayerData.currentLevel   = name;
     PlayerData.currentScore   = 0;
     PlayerData.currentStrikes = 0;
     Play();
 }
    // Start is called before the first frame update
    void Start()
    {
        if (!PlayerData.win)
        {
            audio.PlayOneShot(boom);
        }
        string name = PlayerData.currentLevel;

        data = GameObject.Find("BombData").GetComponent <BombData>();
        data.SetData("Assets/Generators/" + name + ".json");
        level.GetComponent <Text>().text = "Level: " + data.meta.name;
        time.GetComponent <Text>().text  = ((int)(PlayerData.time / 60)).ToString("00") + ":" + (PlayerData.time % 60).ToString("00.00");
        score.GetComponent <Text>().text = "Level Score:" + PlayerData.currentScore;

        if (PlayerData.win)
        {
            cause.SetActive(false);
            causeTitle.SetActive(false);
            defused.SetActive(true);
            StartCoroutine(MakeWinRequest());
        }
        else
        {
            cause.SetActive(true);
            causeTitle.SetActive(true);
            defused.SetActive(false);
            cause.GetComponent <Text>().text = PlayerData.death;
            StartCoroutine(MakeKaboomRequest());
        }

        PlayerData.UpdateLevelStats(name);
        pause = Time.time;
        StartCoroutine(MakeKaboomRequest());
    }
Пример #3
0
    public void GenerateBomb()
    {
        strikes = 0;

        int      fullWeight = 0;
        BombData bombData   = null;

        //This try catch block is only necessary while in production
        //So the game can still run from the level generation scene
        try {
            bombData = GameObject.Find("BombData").GetComponent <BombData>();
        } catch {
            UnityEngine.Object o = Resources.Load("BombData");
            print(o);
            GameObject oo = GameObject.Instantiate(o) as GameObject;
            bombData = oo.GetComponent <BombData>();
            //I shouldnt need this but screw me I guess
            bombData.SetData("Assets/Generators/default.json");
            bombData.Start();
        }
        BombInfo generator = bombData.meta;

        //print(JsonUtility.ToJson(generator));
        width      = generator.width;
        height     = generator.height;
        numModules = generator.numModules;

        //Merge modules and pools in generate
        generator.MergePools();
        print(JsonUtility.ToJson(generator));

        //Count number of modules generated pre-randomizer
        int generatedModules = 0;

        //Generate a list of modules to make
        List <GameObject> genModules = new List <GameObject>();

        //Always include timer module!
        genModules.Add(timerModule);


        //Add weights to get a maximum weight value for random generation
        for (int i = 0; i < generator.pools.Count; i++)
        {
            fullWeight += generator.pools[i].weight;
        }

        //Ensure minimum module generation is done
        foreach (PoolInfo pInfo in generator.pools)
        {
            List <string> poolSpecificModules = pInfo.GetMinModules();
            foreach (string moduleName in poolSpecificModules)
            {
                genModules.Add(bombData.allModules[moduleName]);
                generatedModules++;
            }
            for (int i = 0; i < pInfo.min; i++)
            {
                genModules.Add(bombData.allModules[pInfo.Generate()]);
                generatedModules++;
            }
        }

        //Number of modules = width * height, front and back, minus 1 for timer module
        for (int i = generatedModules; i < width * height * 2 - 1; ++i)
        {
            if (i < numModules && generator.pools.Count > 0)
            {
                int rand = StaticRandom.NextInt(fullWeight);
                //Insert some fancy heuristic some other day
                int weightCounter = fullWeight;

                //We can guarantee a certain module order from the fullWeight generation
                for (int j = generator.pools.Count - 1; j >= 0; j--)
                {
                    if (rand >= weightCounter - generator.pools[j].weight)
                    {
                        string s = generator.pools[j].Generate();
                        //print(s);
                        genModules.Add(bombData.allModules[s]);
                        //Dirty maximum check
                        //Note how this ignores maximum if <= 0 on startup
                        //This IS intended
                        if (!generator.pools[j].Validate() || generator.pools[j].max == 0)
                        {
                            print("REMOVED A POOL");
                            generator.pools.RemoveAt(j);
                            //Regenrate the fullWeight value
                            fullWeight = 0;
                            for (int k = 0; k < generator.pools.Count; k++)
                            {
                                fullWeight += generator.pools[k].weight;
                            }
                        }
                        break;
                    }
                    else
                    {
                        weightCounter -= generator.pools[j].weight;
                    }
                }
            }
            else
            {
                //When number of modules is exhausted, add blanks until the list is full
                genModules.Add(blankModule);
            }
        }

        //Shuffle the list
        //WARNING: This needs to be changed if interdependent modules exist
        //Used for shuffling modules
        Debug.Log("Shuffling");
        GameObject tmp;

        for (int i = 0; i < width * height * 2; ++i)
        {
            int j = StaticRandom.NextInt(i, width * height * 2);
            tmp           = genModules[i];
            genModules[i] = genModules[j];
            genModules[j] = tmp;
        }


        //Now we actually fill the bomb with modules
        modules = new Module[width, height * 2];
        for (int x = 0; x < width; ++x)
        {
            for (int z = 0; z < height; ++z)
            {
                GameObject model = Instantiate(moduleHolder, new Vector3(edgeConstant + x * moduleHolderWidth - ((moduleHolderWidth / 2) * width - 1), 0.5f, edgeConstant + z * moduleHolderWidth - ((moduleHolderWidth / 2) * height - 1)), Quaternion.Euler(-90, 0, 0));
                GameObject go    = Instantiate(genModules[x + z * width], new Vector3(edgeConstant + x * moduleHolderWidth - ((moduleHolderWidth / 2) * width - 1), 0.5f, edgeConstant + z * moduleHolderWidth - ((moduleHolderWidth / 2) * height - 1)), Quaternion.identity);
                if (go.GetComponent <Module>() != null)
                {
                    go.GetComponent <Module>().bombSource = this;
                }
                if (go.GetComponent <BombTimerScript>())
                {
                    loadedTimerModule = go;
                }
                modules[x, z] = go.GetComponent <Module>();

                model.transform.parent = this.transform;
                go.transform.parent    = this.transform;
            }
        }

        for (int x = 0; x < width; ++x)
        {
            for (int z = height; z < height * 2; ++z)
            {
                GameObject model = Instantiate(moduleHolder, new Vector3(edgeConstant + x * moduleHolderWidth - ((moduleHolderWidth / 2) * width - 1), -0.5f, edgeConstant + (z % height) * moduleHolderWidth - ((moduleHolderWidth / 2) * height - 1)), Quaternion.Euler(90, 0, 180));
                GameObject go    = Instantiate(genModules[(width * height) + x + (z % height) * width], new Vector3(edgeConstant + x * moduleHolderWidth - ((moduleHolderWidth / 2) * width - 1), -0.5f, edgeConstant + (z % height) * moduleHolderWidth - ((moduleHolderWidth / 2) * height - 1)), Quaternion.Euler(0, 0, 180));
                if (go.GetComponent <Module>() != null)
                {
                    go.GetComponent <Module>().bombSource = this;
                }
                if (go.GetComponent <BombTimerScript>())
                {
                    loadedTimerModule = go;
                }
                modules[x, z] = go.GetComponent <Module>();

                model.transform.parent = this.transform;
                go.transform.parent    = this.transform;
            }
        }

        loadedTimerModule.GetComponent <BombTimerScript>().secondsLeft = generator.time;

        //bombData.Consume();
    }