Пример #1
0
 public void AddSection(SectorData newSector)
 {
     print("Got another!");
     print(newSector);
     attachedSectors.Add(newSector);
 }
Пример #2
0
        private SectorGenerator GenerateSector(Transform child)
        {
            m_CreationAttempts++;
            bool    valid       = true;
            Vector3 newPosition = transform.position + ((transform.position - child.position) * 2);
//			Vector3 newPosition = transform.position + ((transform.position - child.position) * 1.1f);

            /*foreach (Vector3 point in EnvironmentSettings.sectorPoints) {
             *      if (
             *              point.x - newPosition.x <= 0.01f && point.x - newPosition.x >= -0.01f &&
             *              point.y - newPosition.y <= 0.01f && point.y - newPosition.y >= -0.01f &&
             *              point.z - newPosition.z <= 0.01f && point.z - newPosition.z >= -0.01f
             *      ) {*/

            //if (!m_HasCast) {
            Vector3    top = new Vector3(newPosition.x, newPosition.y + 0.5f, newPosition.z);
            RaycastHit hit;

            if (Physics.Raycast(top, Vector3.down, out hit))
            {
                if (hit.collider.transform.position != transform.position)
                {
                    Vector3 testPosition = transform.position + ((transform.position - child.position) * 1.1f);
                    testPosition.y += 0.5f;
                    if (Physics.Raycast(testPosition, Vector3.down, out hit))
                    {
                        valid = false;
                        SectorData sectorData = new SectorData();
                        sectorData.attachedSector = hit.collider.GetComponent <Sector>();
                        sectorData.isSealed       = false;
                        sectorData.attachedSide   = child.name;
                        transform.GetComponent <Sector>().attachedSectors.Add(sectorData);

                        SectorData parentSectorData = new SectorData();
                        parentSectorData.attachedSector = transform.GetComponent <Sector>();
                        parentSectorData.isSealed       = false;
                        parentSectorData.attachedSide   = "Unknown";
                        hit.collider.GetComponent <Sector>().AddSection(parentSectorData);
                        m_HasCast = true;
                    }
                    else
                    {
                        /*Debug.DrawLine(testPosition, testPosition + Vector3.down, Color.red, 100f);
                         * float rotation;
                         * if (child.name == "NorthPoint" || child.name == "SouthPoint") {
                         *      rotation = 90;
                         * } else {
                         *      rotation = 0;
                         * }
                         *
                         * rotation += selfRotate;
                         *
                         * GameObject deadEnd = Instantiate(m_DeadEndWall);
                         * //deadEnd.transform.position = child.position;
                         * deadEnd.transform.localRotation = Quaternion.Euler(90, rotation, 0);
                         * deadEnd.transform.position = transform.position + ((transform.position - child.position));
                         * if (m_IsCorner) {
                         *      deadEnd.transform.SetParent(m_CornerPoint);
                         * } else {
                         *      deadEnd.transform.SetParent(child);
                         * }*/
                    }

                    /*if (m_CreationAttempts < 5) {
                     *      GenerateSector(child);
                     * }*/
                }
            }
            else
            {
                m_HasCast = false;
                SectorGenerator nextSector = Instantiate(m_SectorList[Random.Range(0, m_SectorList.Count - 1)]);
                if (nextSector.transform.name.Split(' ')[0] == "Corner")
                {
                    nextSector.m_IsCorner = true;
                }
                ;

                nextSector.attachedIndex = Random.Range(0, nextSector.points.Count - 1);
                Transform attachedPoint = nextSector.points[nextSector.attachedIndex];
                float     baseRotate    = m_RotateValues[child.name] - m_RotateValues[attachedPoint.name] + selfRotate;
                nextSector.transform.rotation = Quaternion.Euler(-90, 0, baseRotate);
                nextSector.selfRotate         = baseRotate;

                //nextSector.transform.SetParent(transform);
                nextSector.transform.position = newPosition;
                nextSector.transform.position = new Vector3(nextSector.transform.position.x, 0, nextSector.transform.position.z);

                m_CreationAttempts = 0;
                //nextSector.transform.SetParent(EnvironmentSettings.topParent);
                EnvironmentSettings.sectorPoints.Add(nextSector.transform.position);

                //nextSector.transform.SetParent(null);

                SectorData parentSectorData = new SectorData();
                parentSectorData.attachedSector = transform.GetComponent <Sector>();
                parentSectorData.isSealed       = false;
                parentSectorData.attachedSide   = attachedPoint.name;
                nextSector.GetComponent <Sector>().attachedSectors.Add(parentSectorData);

                SectorData sectorData = new SectorData();
                sectorData.attachedSector = nextSector.GetComponent <Sector>();
                sectorData.isSealed       = false;
                sectorData.attachedSide   = child.name;
                transform.GetComponent <Sector>().attachedSectors.Add(sectorData);

                EnvironmentSettings.sectorCount++;
                EnvironmentSettings.sectorList.Add(nextSector.GetComponent <Sector>());

                return(nextSector);

                /*if (EnvironmentSettings.passCount < EnvironmentSettings.generationPasses) {
                 *      nextSector.Generate();
                 * } else {
                 *      print("Test");
                 *      nextSector.GenerateEnds();
                 * }*/
            }

            return(null);
        }