示例#1
0
    void SetupTilesArray()
    {
        // Set the tiles jagged array to the correct width.
        tiles   = new TileType3D[Depth][][];
        tiles3D = new int[Depth][][];

        for (int i = 0; i < tiles.Length; i++)
        {
            tiles[i]   = new TileType3D[columns][];
            tiles3D[i] = new int[columns][];

            for (int j = 0; j < tiles[i].Length; j++)
            {
                tiles[i][j]   = new TileType3D[rows];
                tiles3D[i][j] = new int[rows];
            }
        }
        //Debug.Log("tiles.length " + tiles.Length);
        //Debug.Log("tiles[depth].length " + tiles[Depth-1].Length);
        //Debug.Log("tiles[depth][colums].length" + tiles[Depth-1][columns-1].Length);

        //SetTilesValuesForCorridors a default value to each cell to show empty.
        for (int i = 0; i < Depth; i++)
        {
            for (int j = 0; j < tiles[i].Length; j++)
            {
                for (int k = 0; k < tiles[i][j].Length; k++)
                {
                    tiles3D[i][j][k] = -1;
                }
            }
        }
        // Debug.Log("Tiles Array Done");
    }
示例#2
0
 public void BuildFixedRoom(int width, int height, int column, int row, int level, TileType3D floorType)
 {
     roomWidth  = width;
     roomHeight = height;
     xPos       = column;
     yPos       = row;
     Depth      = level;
     FloorType  = floorType;
 }
示例#3
0
    // This is an overload of the SetupRoom function and has a corridor parameter that represents the corridor entering the room.
    public void SetupRoom(IntRange widthRange, IntRange heightRange, int columns, int rows, Corridor3D corridor, int level, TileType3D roomType)
    {
        // Set the entering corridor direction.
        enteringCorridor = corridor.direction;
        Depth            = level;
        // Set random values for width and height.
        roomWidth  = widthRange.Random;
        roomHeight = heightRange.Random;
        FloorType  = roomType;

        switch (corridor.direction)
        {
        // If the corridor entering this room is going north...
        case Direction.North:
            // ... the height of the room mustn't go beyond the board so it must be clamped based
            // on the height of the board (rows) and the end of corridor that leads to the room.
            roomHeight = Mathf.Clamp(roomHeight, 1, rows - corridor.EndPositionY);

            // The y coordinate of the room must be at the end of the corridor (since the corridor leads to the bottom of the room).
            yPos = corridor.EndPositionY;

            // The x coordinate can be random but the left-most possibility is no further than the width
            // and the right-most possibility is that the end of the corridor is at the position of the room.
            xPos = Random.Range(corridor.EndPositionX - roomWidth + 1, corridor.EndPositionX);

            // This must be clamped to ensure that the room doesn't go off the board.
            xPos = Mathf.Clamp(xPos, 0, columns - roomWidth);
            break;

        case Direction.East:
            roomWidth = Mathf.Clamp(roomWidth, 1, columns - corridor.EndPositionX);
            xPos      = corridor.EndPositionX;

            yPos = Random.Range(corridor.EndPositionY - roomHeight + 1, corridor.EndPositionY);
            yPos = Mathf.Clamp(yPos, 0, rows - roomHeight);
            break;

        case Direction.South:
            roomHeight = Mathf.Clamp(roomHeight, 1, corridor.EndPositionY);
            yPos       = corridor.EndPositionY - roomHeight + 1;

            xPos = Random.Range(corridor.EndPositionX - roomWidth + 1, corridor.EndPositionX);
            xPos = Mathf.Clamp(xPos, 0, columns - roomWidth);
            break;

        case Direction.West:
            roomWidth = Mathf.Clamp(roomWidth, 1, corridor.EndPositionX);
            xPos      = corridor.EndPositionX - roomWidth + 1;

            yPos = Random.Range(corridor.EndPositionY - roomHeight + 1, corridor.EndPositionY);
            yPos = Mathf.Clamp(yPos, 0, rows - roomHeight);
            break;
        }
        //Debug.Log("Room Created at " + xPos + "," + yPos + "With size " + roomHeight + "," + roomWidth + " at depth of " + Depth);
    }
示例#4
0
    public void BuildFixedRoom(int width, int height, int columns, int rows, Corridor3D corridor, int level, TileType3D floorType)
    {
        // Set the entering corridor direction.
        enteringCorridor = corridor.direction;
        Depth            = level;

        //Set value for height and width
        roomWidth  = width;
        roomHeight = height;
        FloorType  = floorType;

        switch (corridor.direction)
        {
        // If the corridor entering this room is going north...
        case Direction.North:
            // ... the height of the room mustn't go beyond the board so it must be clamped based
            // on the height of the board (rows) and the end of corridor that leads to the room.
            roomHeight = Mathf.Clamp(roomHeight, 1, rows - corridor.EndPositionY);

            // The y coordinate of the room must be at the end of the corridor (since the corridor leads to the bottom of the room).
            yPos = corridor.EndPositionY;

            // The x coordinate can be random but the left-most possibility is no further than the width
            // and the right-most possibility is that the end of the corridor is at the position of the room.
            xPos = Random.Range(corridor.EndPositionX - roomWidth + 1, corridor.EndPositionX);

            // This must be clamped to ensure that the room doesn't go off the board.
            xPos = Mathf.Clamp(xPos, 0, columns - roomWidth);
            break;

        case Direction.East:
            roomWidth = Mathf.Clamp(roomWidth, 1, columns - corridor.EndPositionX);
            xPos      = corridor.EndPositionX;

            yPos = Random.Range(corridor.EndPositionY - roomHeight + 1, corridor.EndPositionY);
            yPos = Mathf.Clamp(yPos, 0, rows - roomHeight);
            break;

        case Direction.South:
            roomHeight = Mathf.Clamp(roomHeight, 1, corridor.EndPositionY);
            yPos       = corridor.EndPositionY - roomHeight + 1;

            xPos = Random.Range(corridor.EndPositionX - roomWidth + 1, corridor.EndPositionX);
            xPos = Mathf.Clamp(xPos, 0, columns - roomWidth);
            break;

        case Direction.West:
            roomWidth = Mathf.Clamp(roomWidth, 1, corridor.EndPositionX);
            xPos      = corridor.EndPositionX - roomWidth + 1;

            yPos = Random.Range(corridor.EndPositionY - roomHeight + 1, corridor.EndPositionY);
            yPos = Mathf.Clamp(yPos, 0, rows - roomHeight);
            break;
        }
    }
示例#5
0
    // This is used for the first room.  It does not have a Corridor parameter since there are no corridors yet.
    public void SetupRoom(IntRange widthRange, IntRange heightRange, int columns, int rows)
    {
        // Set a random width and height.
        roomWidth  = widthRange.Random;
        roomHeight = heightRange.Random;
        FloorType  = TileType3D.Floor;
        Depth      = 1;

        // Set the x and y coordinates so the room is roughly in the middle of the board.
        xPos = Mathf.RoundToInt(columns / 2f - roomWidth / 2f);
        yPos = Mathf.RoundToInt(rows / 2f - roomHeight / 2f);
        //Debug.Log("First Room Set.");
    }
示例#6
0
    public void BuildEntryCorridor(Room3D room, int length)
    {
        FloorType = TileType3D.Floor;
        Depth     = 1;
        switch (room.FloorType)
        {
        case TileType3D.Entry1:
            direction = Direction.West;
            break;

        case TileType3D.Entry2:
            direction = Direction.East;
            break;

        case TileType3D.Entry4:
            direction = Direction.North;
            break;

        case TileType3D.Entry8:
            direction = Direction.South;
            break;
        }
        switch (direction)
        {
        case Direction.North:
            startXPos = room.xPos;
            startYPos = room.yPos + 1;
            break;

        case Direction.West:
            startXPos = room.xPos - 1;
            startYPos = room.yPos;
            break;

        case Direction.South:
            startXPos = room.xPos;
            startYPos = room.yPos - 1;
            break;

        case Direction.East:
            startXPos = room.xPos + 1;
            startYPos = room.yPos;
            break;
        }
        corridorLength = length;
    }
示例#7
0
    public void CreateEntry(int width, int height, int columns, int rows)
    {
        int CornerPick = UnityEngine.Random.Range(0, 3);
        int ExitDir    = 0;

        Depth = 1;

        roomHeight = height;
        roomWidth  = width;

        switch (CornerPick)
        {
        case 0:
            ExitDir = UnityEngine.Random.Range(0, 1);
            if (ExitDir == 1)
            {
                FloorType = TileType3D.Entry8;
            }
            else
            {
                FloorType = TileType3D.Entry4;
            }
            xPos = UnityEngine.Random.Range(5, columns / 4);
            yPos = UnityEngine.Random.Range(5, rows / 4);
            break;

        case 1:
            ExitDir = UnityEngine.Random.Range(0, 1);
            if (ExitDir == 1)
            {
                FloorType = TileType3D.Entry8;
            }
            else
            {
                FloorType = TileType3D.Entry1;
            }
            xPos = UnityEngine.Random.Range(5, columns / 4);
            yPos = UnityEngine.Random.Range((rows / 4) * 3, rows - 5);
            break;

        case 2:
            ExitDir = UnityEngine.Random.Range(0, 1);
            if (ExitDir == 1)
            {
                FloorType = TileType3D.Entry1;
            }
            else
            {
                FloorType = TileType3D.Entry2;
            }
            xPos = UnityEngine.Random.Range((columns / 4) * 3, columns - 5);
            yPos = UnityEngine.Random.Range((rows / 4) * 3, rows - 5);
            break;

        case 3:
            ExitDir = UnityEngine.Random.Range(0, 1);
            if (ExitDir == 1)
            {
                FloorType = TileType3D.Entry4;
            }
            else
            {
                FloorType = TileType3D.Entry2;
            }
            xPos = UnityEngine.Random.Range((columns / 4) * 3, columns - 5);
            yPos = UnityEngine.Random.Range(5, rows / 4);
            break;
        }
    }
示例#8
0
    public void SetupCorridor(Room3D room, IntRange length, IntRange roomWidth, IntRange roomHeight, int columns, int rows, bool firstCorridor, int level)
    {
        // Set a random direction (a random index from 0 to 3, cast to Direction).
        direction = (Direction)Random.Range(0, 4);
        Depth     = level;

        // Find the direction opposite to the one entering the room this corridor is leaving from.
        // Cast the previous corridor's direction to an int between 0 and 3 and add 2 (a number between 2 and 5).
        // Find the remainder when dividing by 4 (if 2 then 2, if 3 then 3, if 4 then 0, if 5 then 1).
        // Cast this number back to a direction.
        // Overall effect is if the direction was South then that is 2, becomes 4, remainder is 0, which is north.
        Direction oppositeDirection = (Direction)(((int)room.enteringCorridor + 2) % 4);

        // If this is noth the first corridor and the randomly selected direction is opposite to the previous corridor's direction...
        if (!firstCorridor && direction == oppositeDirection)
        {
            // Rotate the direction 90 degrees clockwise (North becomes East, East becomes South, etc).
            // This is a more broken down version of the opposite direction operation above but instead of adding 2 we're adding 1.
            // This means instead of rotating 180 (the opposite direction) we're rotating 90.
            int directionInt = (int)direction;
            directionInt++;
            directionInt = directionInt % 4;
            direction    = (Direction)directionInt;
        }

        // Set a random length.
        corridorLength = length.Random;

        // Create a cap for how long the length can be (this will be changed based on the direction and position).
        int maxLength = length.m_Max;

        FloorType = TileType3D.Floor;

        switch (direction)
        {
        // If the choosen direction is North (up)...
        case Direction.North:
            // ... the starting position in the x axis can be random but within the width of the room.
            startXPos = Random.Range(room.xPos, room.xPos + room.roomWidth - 1);

            // The starting position in the y axis must be the top of the room.
            startYPos = room.yPos + room.roomHeight;

            // The maximum length the corridor can be is the height of the board (rows) but from the top of the room (y pos + height).
            maxLength = rows - startYPos - roomHeight.m_Min;
            break;

        case Direction.East:
            startXPos = room.xPos + room.roomWidth;
            startYPos = Random.Range(room.yPos, room.yPos + room.roomHeight - 1);
            maxLength = columns - startXPos - roomWidth.m_Min;
            break;

        case Direction.South:
            startXPos = Random.Range(room.xPos, room.xPos + room.roomWidth);
            startYPos = room.yPos;
            maxLength = startYPos - roomHeight.m_Min;
            break;

        case Direction.West:
            startXPos = room.xPos;
            startYPos = Random.Range(room.yPos, room.yPos + room.roomHeight);
            maxLength = startXPos - roomWidth.m_Min;
            break;
        }

        // We clamp the length of the corridor to make sure it doesn't go off the board.
        corridorLength = Mathf.Clamp(corridorLength, 1, maxLength);
    }