示例#1
0
    /// <summary>
    /// Clears a previous dungeon and removes all tiles and objects.
    /// </summary>
    /// <returns></returns>
    public IEnumerator ClearPreviousDungeon()
    {
        timer = new DungeonTimer(false);
        timer.Start();

        yield return(DestroyPreviousGameObjects());

        yield return(ClearPreviousTiles());

        dungeon = DungeonDict.Instance.dungeon = null;
    }
示例#2
0
    /// <summary>
    /// Creates the dungeon in an async way.
    /// </summary>
    /// <param name="seed">The random seed for the dungeon.</param>
    /// <param name="levelNumber">The current level number.</param>
    /// <param name="config">The config to load and use during generation.</param>
    /// <param name="tileset">The tileset to use for the tilemap generation.</param>
    public IEnumerator CreateDungeon(int seed, int levelNumber, DungeonConfig config, Tileset tileset, Dungeon dungeonToLoad = null)
    {
        timer = new DungeonTimer();
        timer.Start();

        yield return(DestroyPreviousGameObjects());

        dungeon = dungeonToLoad;
        if (dungeon == null)
        {
            Debug.Log("Creating dungeon with seed: " + seed);
            // Load all room types
            List <Fast2DArray <int> > roomLayouts = new List <Fast2DArray <int> >();
            List <List <TiledImporter.PrefabLocations> > roomGameObjects = new List <List <TiledImporter.PrefabLocations> >();
            List <RoomType> roomTypes = new List <RoomType>();
            yield return(LoadRoomTypes(roomLayouts, roomGameObjects, roomTypes));

            //seed = -1304249244;
            seed    = "I wanna go home".GetHashCode();
            dungeon = new Dungeon(roomLayouts.ToArray(), roomGameObjects.ToArray(), roomTypes.ToArray(), seed, config);
        }
        DungeonDict.Instance.dungeon = dungeon;

        AdjustMask();

        yield return(ClearPreviousTiles());

        yield return(SetTiles(tileset));

        yield return(SetBorderTiles(tileset));

        yield return(roomCreator.CreateRooms(dungeon, levelNumber, config, timer));

        MiniMapManager.Instance.OnNewLevelGenerated();

        SetLoadStatus(1.0f);

        position = transform.position;

        if (Player.LocalPlayer) // check to allow for debugging if a localplayer is not scene
        {
            Player.LocalPlayer.StateCommunicator.LevelSetLoaded(true);
        }
    }
示例#3
0
        /// <summary>
        /// Create and place and DungeonRooms and Corridors from the generated dungeons.
        /// </summary>
        /// <param name="dungeon">The dungeon that was just generated.</param>
        /// <param name="levelNumber">The number of the level.</param>
        /// <param name="timer">The current used DungeonTimer.</param>
        /// <returns></returns>
        public IEnumerator CreateRooms(Dungeon dungeon, int levelNumber, DungeonConfig config, DungeonTimer timer)
        {
            List <DungeonRoom> dungeonRooms = new List <DungeonRoom>();

            DungeonDict.Instance.ResetRooms(dungeon.Rooms.Length + dungeon.Corridors.Length);

            GameObject prefabDoorLR = RegionDict.Instance.PrefabDoorLR;
            GameObject prefabDoorUD = RegionDict.Instance.PrefabDoorUD;

            // Create DungeonRooms
            for (int i = 0; i < dungeon.Rooms.Length; i++)
            {
                GameObject dungeonRoomObject = Instantiate(DungeonCreator.Instance.PrefabDungeonRoom);
                dungeonRoomObject.transform.parent = DungeonCreator.Instance.RoomsContainer;

                DungeonRoom dungeonRoom = SetRoomType(dungeon.Rooms[i], dungeonRoomObject, levelNumber, config);
                // set room id
                dungeonRoom.id = i;

                DungeonDict.Instance.Register(dungeonRoom);

                SetRoomBorder(dungeon, i, dungeonRoom);
                SetRoomObjects(dungeon.Rooms[i], dungeonRoomObject, dungeonRoom);
                SetDoors(dungeon, prefabDoorLR, prefabDoorUD, i, dungeonRoomObject, dungeonRoom);

                dungeonRooms.Add(dungeonRoom);
                dungeonRoom.OnFullyCreated();

                if (timer.ShouldWait())
                {
                    yield return(timer.Wait(0.9f + ((i * 1.0f / dungeon.Rooms.Length) * 0.05f)));
                }
            }
            // Create corridors.
            for (int i = 0; i < dungeon.Corridors.Length; i++)
            {
                Corridor   corridor       = dungeon.Corridors[i];
                GameObject corridorObject = new GameObject("Corridor_" + i);
                corridorObject.transform.parent = DungeonCreator.Instance.CorridorContainer;

                CorridorRoom corridorRoom = corridorObject.AddComponent <CorridorRoom>();
                corridorRoom.id            = dungeon.Rooms.Length + i;
                corridorRoom.walkableTiles = corridor.GetWalkableTiles();
                corridorRoom.direction     = corridor.Size.y == 3;
                SetCorridorBorder(corridor, corridorRoom);
                DungeonDict.Instance.Register(corridorRoom);
            }
        }