Пример #1
0
    private IEnumerator Generate()
    {
        while (!this.generated)
        {
            if (base.name == "Host")
            {
                GameConsole.Console console = UnityEngine.Object.FindObjectOfType <GameConsole.Console>();
                console.AddLog("Initializing generator...", new Color32(0, byte.MaxValue, 0, byte.MaxValue), false);
                ImageGenerator lcz = null;
                ImageGenerator hcz = null;
                ImageGenerator enz = null;
                foreach (ImageGenerator imageGenerator in UnityEngine.Object.FindObjectsOfType <ImageGenerator>())
                {
                    if (imageGenerator.height == 0)
                    {
                        lcz = imageGenerator;
                    }
                    if (imageGenerator.height == -1000)
                    {
                        hcz = imageGenerator;
                    }
                    if (imageGenerator.height == -1001)
                    {
                        enz = imageGenerator;
                    }
                }
                if (!TutorialManager.status)
                {
                    lcz.GenerateMap(this.seed);
                    hcz.GenerateMap(this.seed + 1);
                    enz.GenerateMap(this.seed + 2);
                    foreach (Door door in UnityEngine.Object.FindObjectsOfType <Door>())
                    {
                        door.UpdatePos();
                    }
                }
                foreach (GameObject gameObject in GameObject.FindGameObjectsWithTag("DoorButton"))
                {
                    try
                    {
                        gameObject.GetComponent <ButtonWallAdjuster>().Adjust();
                        foreach (ButtonWallAdjuster buttonWallAdjuster in gameObject.GetComponentsInChildren <ButtonWallAdjuster>())
                        {
                            buttonWallAdjuster.Invoke("Adjust", 4f);
                        }
                    }
                    catch
                    {
                    }
                }
                foreach (Lift lift in UnityEngine.Object.FindObjectsOfType <Lift>())
                {
                    foreach (Lift.Elevator elevator in lift.elevators)
                    {
                        elevator.SetPosition();
                    }
                }
                yield return(new WaitForSeconds(1f));

                console.AddLog("Spawning items...", new Color32(0, byte.MaxValue, 0, byte.MaxValue), false);
                if (base.isLocalPlayer)
                {
                    foreach (Door door2 in UnityEngine.Object.FindObjectsOfType <Door>())
                    {
                        if (door2.destroyed)
                        {
                            door2.DestroyDoor(true);
                        }
                    }
                    base.GetComponent <HostItemSpawner>().Spawn(this.seed);
                    base.GetComponent <AntiFakeCommands>().FindAllowedTeleportPositions();
                }
                console.AddLog("The scene is ready! Good luck!", new Color32(0, byte.MaxValue, 0, byte.MaxValue), false);
                this.generated = true;
            }
            yield return(new WaitForEndOfFrame());
        }
        yield break;
    }
Пример #2
0
 public void GenerateMap(int seed)
 {
     GameConsole.Console console = UnityEngine.Object.FindObjectOfType <GameConsole.Console>();
     if (!TutorialManager.status)
     {
         base.GetComponent <PocketDimensionGenerator>().GenerateMap(seed);
         for (int i = 0; i < this.positions.Count; i++)
         {
             this.positions[i].point.name = "POINT" + i;
             if (this.positions[i].point.GetComponent <Point>() == null)
             {
                 Debug.LogError("RoomManager: Missing 'Point' script at current position.");
                 return;
             }
         }
         UnityEngine.Random.InitState(seed);
         console.AddLog("[MG REPLY]: Successfully recieved map seed!", new Color32(0, byte.MaxValue, 0, byte.MaxValue), true);
         List <RoomManager.RoomPosition> list = this.positions;
         console.AddLog("[MG TASK]: Setting rooms positions...", new Color32(0, byte.MaxValue, 0, byte.MaxValue), false);
         foreach (RoomManager.Room room in this.rooms)
         {
             console.AddLog("\t\t[MG INFO]: " + room.label + " is about to set!", new Color32(120, 120, 120, byte.MaxValue), true);
             List <int> list2 = new List <int>();
             for (int j = 0; j < list.Count; j++)
             {
                 if (this.positions[j].type.Equals(room.type))
                 {
                     bool flag = true;
                     foreach (Point point in room.roomPrefab.GetComponentsInChildren <Point>())
                     {
                         if (this.positions[j].point.name == point.gameObject.name)
                         {
                             flag = false;
                         }
                     }
                     if (flag)
                     {
                         list2.Add(j);
                     }
                 }
             }
             List <int> list3 = list2;
             for (int l = 0; l < list3.Count; l++)
             {
                 foreach (Point point2 in room.roomPrefab.GetComponentsInChildren <Point>())
                 {
                     if (this.positions[list3[l]].point.name == point2.gameObject.name)
                     {
                         list2.Remove(list3[l]);
                     }
                 }
             }
             int index = list2[UnityEngine.Random.Range(0, list2.Count)];
             RoomManager.RoomPosition roomPosition = this.positions[index];
             GameObject roomPrefab = room.roomPrefab;
             RawImage   icon       = room.icon;
             room.readonlyPoint = roomPosition.point;
             roomPrefab.transform.SetParent(roomPosition.point);
             roomPrefab.transform.localPosition = room.roomOffset.position;
             roomPrefab.transform.localRotation = Quaternion.Euler(room.roomOffset.rotation);
             roomPrefab.transform.localScale    = room.roomOffset.scale;
             if (icon != null)
             {
                 icon.rectTransform.SetParent(roomPosition.ui_point);
                 icon.transform.localPosition     = room.iconoffset.position;
                 icon.rectTransform.localRotation = Quaternion.Euler(room.iconoffset.rotation);
                 icon.transform.localScale        = room.iconoffset.scale;
             }
             roomPrefab.SetActive(true);
             this.positions.RemoveAt(index);
         }
     }
     console.AddLog("--Map successfully generated--", new Color32(0, byte.MaxValue, 0, byte.MaxValue), false);
     this.isGenerated = true;
 }