public override void RemoveTileObstacle(TileObstacle tileObstacle = null)
    {
        if (!tileObstacle)
        {
            tileObstacle = (TileObstacle)_tile.GetAttributes().FirstOrDefault(attribute => attribute is TileObstacle);
        }

        if (tileObstacle == null)
        {
            return;
        }
        if (tileObstacle is PlayerExit)
        {
            return;
        }

        _tile.SetWalkable(true);

        ObstacleType obstacleType       = tileObstacle.ObstacleType;
        int          oldConnectionScore = tileObstacle.ConnectionScore;

        // If needed, place a background in the gap that the removed path left.
        // OPTIMISATION: Currently only looking at connection score from obstacles, but should also take eg. door attributes into account.
        if (oldConnectionScore == NeighbourTileCalculator.ConnectionOnAllSidesScore)
        {
            EditorMazeTileBackgroundPlacer tileBackgroundPlacer = new EditorMazeTileBackgroundPlacer(_tile);
            tileBackgroundPlacer.PlaceBackground <MazeTileBaseGround>();
        }

        _tile.RemoveAttribute(tileObstacle);
        tileObstacle.Remove();

        //After removing tile, check with neighbour tiles if wall connections should be updated
        UpdateNeighboursForRemovedObstacle(obstacleType);
    }
    private void UpdateNeighboursForRemovedObstacle(ObstacleType obstacleType)
    {
        foreach (KeyValuePair <ObjectDirection, Tile> neighbour in _tile.Neighbours)
        {
            if (!neighbour.Value)
            {
                continue;
            }

            TileObstacle tileObstacleOnNeighbour = neighbour.Value.TryGetTileObstacle();

            if (tileObstacleOnNeighbour == null)
            {
                continue;
            }
            Logger.Log($"We will look for connections for neighbour {neighbour.Value.GridLocation.X},{neighbour.Value.GridLocation.Y}, which is {neighbour.Key} of {_tile.GridLocation.X},{_tile.GridLocation.Y}");
            TileConnectionScoreInfo obstacleConnectionScoreOnNeighbour = NeighbourTileCalculator.MapNeighbourObstaclesOfTile(neighbour.Value, obstacleType);
            Logger.Log($"We calculated an obstacle connection type score of {obstacleConnectionScoreOnNeighbour.RawConnectionScore} for location {neighbour.Value.GridLocation.X}, {neighbour.Value.GridLocation.Y}");

            //update connection score on neighbour
            tileObstacleOnNeighbour.WithConnectionScoreInfo(obstacleConnectionScoreOnNeighbour);

            // If needed, place a background
            if (obstacleConnectionScoreOnNeighbour.RawConnectionScore != NeighbourTileCalculator.ConnectionOnAllSidesScore)
            {
                MazeTileBaseGround oldMazeTileBaseGround = (MazeTileBaseGround)neighbour.Value.GetBackgrounds().FirstOrDefault(background => background is MazeTileBaseGround);
                if (oldMazeTileBaseGround == null)
                {
                    EditorMazeTileBackgroundPlacer tileBackgroundPlacer = new EditorMazeTileBackgroundPlacer(neighbour.Value as EditorMazeTile);
                    tileBackgroundPlacer.PlaceBackground <MazeTileBaseGround>();
                }
            }
        }
    }
Пример #3
0
    public override void PlaceBackground(EditorMazeTile tile)
    {
        EditorMazeTileBackgroundPlacer tileBackgroundPlacer  = new EditorMazeTileBackgroundPlacer(tile);
        MazeTileBackgroundRemover      tileBackgroundRemover = new MazeTileBackgroundRemover(tile);
        MazeTileAttributeRemover       tileAttributeRemover  = new MazeTileAttributeRemover(tile);

        List <ITileBackground> backgrounds       = tile.GetBackgrounds();
        ITileBackground        mazeTileBaseWater = backgrounds.FirstOrDefault(background => background is MazeTileBaseWater);

        // Only act if there is no water
        if (mazeTileBaseWater == null)
        {
            Type oldMainMaterial = tile.TileMainMaterial?.GetType(); // old material before updating it

            // Remove any background overlays for Ground tiles, such as paths.
            if (oldMainMaterial == null || oldMainMaterial == typeof(GroundMainMaterial))
            {
                tileBackgroundRemover.RemoveBackground <MazeTilePath>();
            }

            MazeTileBaseWater water = tileBackgroundPlacer.PlaceBackground <MazeTileBaseWater>();

            List <ITileAttribute> attributes = tile.GetAttributes();
            for (int i = 0; i < attributes.Count; i++)
            {
                tileAttributeRemover.Remove(attributes[i]);
            }

            if (oldMainMaterial == null || oldMainMaterial == typeof(GroundMainMaterial))
            {
                if (water.ConnectionScore == 16) // remove background if we completely covered the tile with water
                {
                    tileBackgroundRemover.RemoveBackground <MazeTileBaseGround>();
                }
            }
        }
    }
    public override void PlaceBackground(EditorMazeTile tile)
    {
        EditorMazeTileBackgroundPlacer tileBackgroundPlacer  = new EditorMazeTileBackgroundPlacer(tile);
        MazeTileBackgroundRemover      tileBackgroundRemover = new MazeTileBackgroundRemover(tile);
        MazeTileAttributeRemover       tileAttributeRemover  = new MazeTileAttributeRemover(tile);

        Type oldMainMaterial = tile.TileMainMaterial?.GetType(); // old material before updating it

        MazeTileBaseGround oldMazeTileBaseGround = (MazeTileBaseGround)tile.GetBackgrounds().FirstOrDefault(background => background is MazeTileBaseGround);

        if ((oldMainMaterial != typeof(GroundMainMaterial)))
        {
            List <ITileAttribute> attributes = tile.GetAttributes();
            for (int i = 0; i < attributes.Count; i++)
            {
                tileAttributeRemover.Remove(attributes[i]);
            }

            // Remove the old land background, because we are going to fully cover it with a new land background
            if (oldMazeTileBaseGround != null && oldMazeTileBaseGround.ConnectionScore != 16)
            {
                tileBackgroundRemover.RemoveBackground <MazeTileBaseGround>();
            }

            MazeTileBaseGround newMazeTileBaseGround = tileBackgroundPlacer.PlaceBackground <MazeTileBaseGround>();
            // Remove water from the tile that is fully covered by land
            if (newMazeTileBaseGround.ConnectionScore == 16)
            {
                tileBackgroundRemover.RemoveBackground <MazeTileBaseWater>();
            }
        }

        // Place corner fillers
        TileCornerFillerRegister.TryPlaceCornerFillers(tile);
        TileCornerFillerRegister.TryPlaceCornerFillersForNeighbours(tile);
    }