示例#1
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);
            }
        }
示例#2
0
    /// <summary>
    /// Destroys all dungeon gameobjects.
    /// </summary>
    /// <returns></returns>
    private IEnumerator DestroyPreviousGameObjects()
    {
        if (roomsContainer.childCount > 0)
        {
            for (int i = roomsContainer.childCount - 1; i >= 0; i--)
            {
                Destroy(roomsContainer.GetChild(i).gameObject);
            }
        }

        if (corridorContainer.childCount > 0)
        {
            for (int i = corridorContainer.childCount - 1; i >= 0; i--)
            {
                Destroy(corridorContainer.GetChild(i).gameObject);
            }
        }

        if (timer.ShouldWait())
        {
            yield return(timer.Wait(0.01f));
        }
    }