示例#1
0
        private void Start()
        {
            this.FixedGroup = World.Active.GetOrCreateSystem<FixedUpdateSystemGroup>();

            var settings = SettingsManager.Instance;
            UIManager.Instance.MainMenu.InGameMenu = true;

            this.StartTutorial();
        }
示例#2
0
        // Use this for initialization
        private void Start()
        {
            this.FixedGroup = World.Active.GetOrCreateSystem <FixedUpdateSystemGroup>();
            var entityManager = World.Active.EntityManager;

            #region DungeonGeneration
            Entity board;
            var    random     = new Unity.Mathematics.Random((uint)System.Guid.NewGuid().GetHashCode());
            var    randomSeed = random.NextUInt(1, uint.MaxValue);
            switch (this.DungeonGenerators.Switch)
            {
            case Switch.Random:
                var randomAlg = random.NextInt(0, 100);
                if (randomAlg < 33)
                {
                    var randomSize = new int2(random.NextInt(75, 150), random.NextInt(50, 150));
                    var roomCount  = (int)(randomSize.x * randomSize.y * random.NextFloat(0.0025f, 0.004f));
                    board = entityManager.CreateEntity();
                    entityManager.AddComponentData(board, new ECS.Components.ProceduralGeneration.Dungeon.Naive.BoardComponent
                    {
                        Size              = randomSize,
                        RoomCount         = roomCount,
                        MaxRoomSize       = this.DungeonGenerators.Naive.MaxRoomSize,
                        MaxCorridorLength = this.DungeonGenerators.Naive.MaxCorridorLength,
                        MinCorridorLength = this.DungeonGenerators.Naive.MinCorridorLength,
                        RandomSeed        = randomSeed
                    });
                }
                else if (randomAlg < 66)
                {
                    var randomSize        = new int2(random.NextInt(75, 150), random.NextInt(50, 150));
                    var randomFillPercent = random.NextInt(60, 70);
                    board = entityManager.CreateEntity();
                    entityManager.AddComponentData(board, new ECS.Components.ProceduralGeneration.Dungeon.CellularAutomaton.BoardComponent
                    {
                        Size = randomSize,
                        RandomFillPercent = randomFillPercent,
                        PassRadius        = this.DungeonGenerators.CellularAutomaton.PassRadius,
                        RandomSeed        = randomSeed
                    });
                    break;
                }
                else
                {
                    var randomSize = new int2(random.NextInt(75, 150), random.NextInt(50, 150));
                    board = entityManager.CreateEntity();
                    entityManager.AddComponentData(board, new ECS.Components.ProceduralGeneration.Dungeon.BSP.BoardComponent
                    {
                        Size        = randomSize,
                        MinRoomSize = random.NextInt(7, 13),
                        RandomSeed  = randomSeed
                    });
                    break;
                }
                break;

            case Switch.Naive:
                board = entityManager.CreateEntity();
                entityManager.AddComponentData(board, new ECS.Components.ProceduralGeneration.Dungeon.Naive.BoardComponent
                {
                    Size              = new int2(this.DungeonGenerators.Naive.BoardWidth, this.DungeonGenerators.Naive.BoardHeight),
                    RoomCount         = this.DungeonGenerators.Naive.RoomCount,
                    MaxRoomSize       = this.DungeonGenerators.Naive.MaxRoomSize,
                    MaxCorridorLength = this.DungeonGenerators.Naive.MaxCorridorLength,
                    MinCorridorLength = this.DungeonGenerators.Naive.MinCorridorLength,
                    RandomSeed        = randomSeed
                });
                break;

            case Switch.CellularAutomaton:
                board = entityManager.CreateEntity();
                entityManager.AddComponentData(board, new ECS.Components.ProceduralGeneration.Dungeon.CellularAutomaton.BoardComponent
                {
                    Size = new int2(this.DungeonGenerators.CellularAutomaton.BoardWidth, this.DungeonGenerators.CellularAutomaton.BoardHeight),
                    RandomFillPercent = this.DungeonGenerators.CellularAutomaton.RandomFillPercent,
                    PassRadius        = this.DungeonGenerators.CellularAutomaton.PassRadius,
                    RandomSeed        = randomSeed
                });
                break;

            case Switch.BSP:
                board = entityManager.CreateEntity();
                entityManager.AddComponentData(board, new ECS.Components.ProceduralGeneration.Dungeon.BSP.BoardComponent
                {
                    Size        = new int2(this.DungeonGenerators.BSP.BoardWidth, this.DungeonGenerators.BSP.BoardHeight),
                    MinRoomSize = this.DungeonGenerators.BSP.MinRoomSize,
                    RandomSeed  = randomSeed
                });
                break;
            }
            #endregion

            UIManager.Instance.MainMenu.InGameMenu = true;
        }