示例#1
0
    public float[] GetChance()
    {
        DevController.MeasureElapsedTimeStart();

        previousLevelChances = (float[])currentLevelChances.Clone();

        // TODO: how to make it scalable
        if (GenerateFirstChances())
        {
            return(currentLevelChances);
        }
        else if (GenerateSecondChances())
        {
            return(currentLevelChances);
        }
        else if (GenerateThirdChances())
        {
            return(currentLevelChances);
        }
        else
        {
            GenerateFourthChances();
        }

        DevController.MeasureElapsedTimeEnd("Generate chance");

        return(currentLevelChances);
    }
示例#2
0
    public static void UpdateSprites()
    {
        DevController.MeasureElapsedTimeStart();
        RemoveExtraChances();
        GenerateNewSprites();
        DevController.MeasureElapsedTimeEnd("Ore cracking");

        void RemoveExtraChances()
        {
            for (int ore = 0; ore < Constants.oresAmount; ore++)
            {
                if (crackedOres[ore, 0, 0] != null && ChancesGenerator.currentLevelChances[ore] == 0)
                {
                    Debug.Log("remove " + ore);
                    for (int i = 0; i < crackedOres.GetLength(1); i++)
                    {
                        for (int j = 0; j < crackedOres.GetLength(2); j++)
                        {
                            crackedOres[ore, i, j] = null;
                        }
                    }
                }
            }

            Resources.UnloadUnusedAssets();
        }

        void GenerateNewSprites()
        {
            for (int ore = 0; ore < Constants.oresAmount; ore++)
            {
                if (crackedOres[ore, 0, 0] == null && ChancesGenerator.currentLevelChances[ore] != 0)
                {
                    for (int i = 0; i < crackedOres.GetLength(1); i++)
                    {
                        for (int j = 0; j < crackedOres.GetLength(2); j++)
                        {
                            GenerateOre(ore, i, j);
                        }
                    }
                }
            }
        }

        void GenerateOre(int ore, int texture, int crackingStage)
        {
            _mainTexture = Resources.Load <Sprite>($"OresSprites/{ore + 1}/{texture + 1}");
            Merge(_crackingSprites[crackingStage], texture);
            crackedOres[ore, texture, crackingStage] = _finalSprite;
        }
    }
示例#3
0
    private void GenerateLevelPrefab(bool newLevel, string seed = null)
    {
        DevController.MeasureElapsedTimeStart();

        if (newLevel)
        {
            _randomCaveGenerator.GenerateRandom();
            player.transform.position = _randomCaveGenerator.playerSpawnPoint;
        }
        else
        {
            _randomCaveGenerator.LoadLevel(seed);
        }

        DevController.MeasureElapsedTimeEnd("Generate level");
    }
示例#4
0
    public void GenerateOres(bool newOres)
    {
        DevController.MeasureElapsedTimeStart();

        _emptyPoints      = GenerateLevel.GetEmptyPoints();
        _emptyPointsIndex = 0;
        values            = chancesGenerator.GetChance();

        if (values.Sum() != 100)
        {
            Debug.LogError("ERROR");
        }

        if (newOres) // generate new ores
        {
            randNumbers = new float[GridBehavior.WIDTH, GridBehavior.HEIGHT];

            var spawnPointIndex = _gridBehaviour.GetArrayIndex(player.transform.position);

            for (int x = 0; x < GridBehavior.WIDTH; x++)
            {
                for (int y = 0; y < GridBehavior.HEIGHT; y++)
                {
                    if (Math.Abs(spawnPointIndex.x - x) > 9 || Math.Abs(spawnPointIndex.y - y) > 6)
                    {
                        randNumbers[x, y] = -1;
                        continue;
                    }

                    if (new Vector3Int(x, y, 0) == _gridBehaviour.GetArrayIndex(_emptyPoints[_emptyPointsIndex]))
                    {
                        _gridBehaviour.InstantiateNewGridPrefab(_emptyPoints[_emptyPointsIndex]);
                        randNumbers[x, y] = -1;
                        if (_emptyPointsIndex < _emptyPoints.Length - 1)
                        {
                            _emptyPointsIndex++;
                        }
                    }
                    else
                    {
                        GenerateOre(x, y);
                    }
                }
            }
        }
        else // load old ores
        {
            Debug.Log("load ores");

            for (int x = 0; x < GridBehavior.WIDTH; x++)
            {
                for (int y = 0; y < GridBehavior.HEIGHT; y++)
                {
                    if (_gridBehaviour.gridArray[x, y] == null &&
                        _gridBehaviour.descentPos != new Vector2(x, y) && randNumbers[x, y] != -1)
                    {
                        GenerateOre(x, y, randNumbers[x, y]);
                    }
                }
            }

            NextLevelLoadController.needsToLoadNextLevel = false;
        }

        DevController.MeasureElapsedTimeEnd("Ore generation");
    }