示例#1
0
        public void CreateProceduralScene()
        {
            var floorWidgetsCount         = Mathf.RoundToInt(_random.RandomFloat(_floorWidgetsCountRange.x, _floorWidgetsCountRange.y));
            var floorWidgetsPossibilities = new List <Action <GameObject> >()
            {
                (g) => {
                    var widget = g.AddComponent <CrossLineWidget>();
                    RandomizeCrossLineWidget(widget);
                },
                (g) => {
                    var widget = g.AddComponent <RingWidget>();
                    RandomizeRingWidget(widget);
                },
                (g) => {
                    var widget = g.AddComponent <SquareRingWidget>();
                    RandomizeSquareRingWidget(widget);
                }
            };

            for (int i = 0; i < floorWidgetsCount; i++)
            {
                _random.RandomElement(floorWidgetsPossibilities).Invoke(_sceneGenerator._floorGenerator.gameObject);
            }

            var wallsCount = Mathf.RoundToInt(_random.RandomFloat(_wallsCountRange.x, _wallsCountRange.y));

            for (int i = 0; i < wallsCount; i++)
            {
                var wallLength = _random.RandomFloat(_wallsLengthRange.x, _wallsLengthRange.y);
                var startPoint = new Vector2(_random.RandomFloat(0, 1), _random.RandomFloat(0, 1));
                var angle      = _random.RandomFloat(Mathf.PI * 2);
                var endPoint   = startPoint + new Vector2(Mathf.Sin(angle), Mathf.Cos(angle)) * wallLength;
                var wallWidget = _sceneGenerator._wallsGenerator.gameObject.AddComponent <SingleWallWidget>();
                wallWidget._startPoint = startPoint;
                wallWidget._endPoint   = endPoint;
            }


            var orbitingWallsCount = Mathf.RoundToInt(_random.RandomFloat(_orbitingWallsCountRange.x, _orbitingWallsCountRange.y));

            for (int i = 0; i < orbitingWallsCount; i++)
            {
                var angleLength = _random.RandomFloat(_orbitingWallsAngleLengthRange.x, _orbitingWallsAngleLengthRange.y);
                var radius      = _random.RandomFloat(0.2f, 0.5f);
                var startAngle  = _random.RandomFloat(Mathf.PI * 2);
                var startPoint  = new Vector2(Mathf.Sin(startAngle), Mathf.Cos(startAngle)) * radius + new Vector2(0.5f, 0.5f);

                var endAngle = startAngle + angleLength;

                var endPoint   = new Vector2(Mathf.Sin(endAngle), Mathf.Cos(endAngle)) * radius + new Vector2(0.5f, 0.5f);
                var wallWidget = _sceneGenerator._wallsGenerator.gameObject.AddComponent <SingleWallWidget>();
                wallWidget._startPoint = startPoint;
                wallWidget._endPoint   = endPoint;
            }

            _sceneGenerator._floorSize = new Vector2Int(_random.RandomInt(_floorSizeRange.x, _floorSizeRange.y), _random.RandomInt(_floorSizeRange.x, _floorSizeRange.y));
            _sceneGenerator.Generate();

            _waterTile.transform.localScale = new Vector3(_sceneGenerator._floorSize.x * 0.02985f, 1, _sceneGenerator._floorSize.y * 0.02985f);
        }
示例#2
0
    public override void AddProps(PropsSpecification propsSpecification, FloorSpecification floorSpecification)
    {
        var propsCount = Mathf.RoundToInt(floorSpecification.Size.x * floorSpecification.Size.y * _propsDensity);

        for (int i = 0; i < propsCount; i++)
        {
            var coords = new Vector2Int(_random.RandomInt(floorSpecification.Size.x),
                                        _random.RandomInt(floorSpecification.Size.y));
            var angle = _random.RandomElement(new List <float>()
            {
                0, 90, 180, 270
            });
            var propPrefab = _random.RandomElement(_possibleProps);
            if (floorSpecification.FloorPresenceArray[coords.x, coords.y])
            {
                propsSpecification.SetDefinition(coords,
                                                 new PropInstanceDefinition()
                {
                    Angle = angle, Prefab = propPrefab
                });
            }
        }
    }
示例#3
0
    public override void AddProps(PropsSpecification propsSpecification, FloorSpecification floorSpecification)
    {
        var propsGroupsCount = Mathf.RoundToInt(floorSpecification.Size.x * floorSpecification.Size.y * _propsGroupsDensity);

        for (int i = 0; i < propsGroupsCount; i++)
        {
            var coords = new Vector2Int(_random.RandomInt(floorSpecification.Size.x),
                                        _random.RandomInt(floorSpecification.Size.y));

            var groupRadius = Mathf.CeilToInt(_random.RandomFloat(_groupRadiusRange.x, _groupRadiusRange.y));

            var countInGroup = _random.RandomFloat(_propsDensityPerGroupRange.x, _propsDensityPerGroupRange.y) * (groupRadius + 1) * (groupRadius + 1);

            for (int j = 0; j < countInGroup; j++)
            {
                var thisPropCoords = coords + new Vector2Int(_random.RandomInt(-groupRadius, groupRadius),
                                                             _random.RandomInt(-groupRadius, groupRadius));
                if (thisPropCoords.x >= 0 && thisPropCoords.y >= 0 && thisPropCoords.x < floorSpecification.Size.x &&
                    thisPropCoords.y < floorSpecification.Size.y)
                {
                    var angle            = _random.RandomFloat(0, 360);
                    var propPrefab       = _random.RandomElement(_possibleProps);
                    var offsetFromCenter = new Vector2(_random.RandomFloat(-0.5f, 0.5f), _random.RandomFloat(-0.5f, 0.5f));

                    if (floorSpecification.FloorPresenceArray[thisPropCoords.x, thisPropCoords.y])
                    {
                        propsSpecification.SetDefinition(thisPropCoords,
                                                         new PropInstanceDefinition()
                        {
                            Angle = angle, Prefab = propPrefab, OffsetFromCenter = offsetFromCenter
                        });
                    }
                }
            }
        }
    }