IEnumerator ManageRoomQueue()
        {
            yield return(new WaitForFixedUpdate());

            while (RoomGeneration.spawncap < roomCap - 1)
            {
                if (roomQueue.Count > 0)
                {
                    RoomGeneration thisRoom = roomQueue.Peek();
                    thisRoom.QueuedStart();
                    roomQueue.Dequeue();
                }
                yield return(null);
            }
            //RoomGeneration[] rooms = FindObjectsOfType<RoomGeneration>();
            foreach (RoomGeneration room in allRooms)
            {
                DoorGen[] doors = room.GetComponentsInChildren <DoorGen> ();
                foreach (DoorGen door in doors)
                {
                    door.EndSpawningCheck();
                    roomQueue.Clear();
                }
            }
            CheckAllActiveRooms();
            Invoke("CheckAllActiveRooms", 0.25f);
            roomsLoaded = true;
        }
        //grab this
        IEnumerator ActivateRoom(Transform player)
        {
            RoomManager.gameSetupComplete = false;
            RoomGeneration parentRoom = GetComponentInParent <RoomGeneration> ();

            parentRoom.SetActive(true);
            CameraController cam = FindObjectOfType <CameraController> ();

            cam.MoveCamera(transform.position);
            Vector3 playerStartPos = player.transform.position;

            BulletWeapon[] bullets = FindObjectsOfType <BulletWeapon> ();
            foreach (BulletWeapon bullet in bullets)
            {
                Destroy(bullet.gameObject);
            }
            float distance    = Vector3.Distance(transform.position, player.position);
            float endDistance = Vector3.Distance(transform.position, player.position) - 1.5f;

            while (distance > endDistance)
            {
                player.transform.position = Vector3.MoveTowards(player.transform.position, transform.position, 2 * Time.deltaTime);
                distance = Vector3.Distance(transform.position, player.position);
                yield return(null);
            }
            RoomManager.gameSetupComplete = true;
        }
示例#3
0
 void LastDoorCheck()
 {
     if (doorLocation == DoorLoc.lowerRight)
     {
         RoomGeneration room = GetComponentInParent <RoomGeneration> ();
         room.DoorsLeft();
     }
 }
 private void OnTriggerExit2D(Collider2D collision)
 {
     if (collision.gameObject.name == "Player")
     {
         RoomGeneration parentRoom = GetComponentInParent <RoomGeneration> ();
         parentRoom.SetActive(false);
     }
 }
 // Use this for initialization
 void Start()
 {
     roomManager = FindObjectOfType <RoomManager> ();
     roomGen     = FindObjectOfType <RoomGeneration> ();
     LoadQuestStatus();
     DeactivateAllQuests();
     notifPanel = FindObjectOfType <NotificationsPanel>();
 }
示例#6
0
        // Use this for initialization
        void Start()
        {
            firstTimeSetup = false;
            questReady     = false;
            qController    = FindObjectOfType <QuestController> ();
            containingRoom = GetComponentInParent <RoomGeneration> ();
            setupDone      = false;
            droneUp        = false;

            qMarked = QuestController.activeEvents[Random.Range(1, QuestController.activeEvents.Count)];
        }
示例#7
0
        private bool IsThereAnOpenDoor(RoomGeneration room)
        {
            DoorGen[] walls = room.GetComponentsInChildren <DoorGen> ();
            DoorGen   adjacentWall;

            switch (doorLocation)
            {
            case DoorLoc.top:
                adjacentWall = walls[(int)DoorLoc.bottom];
                break;

            case DoorLoc.bottom:
                adjacentWall = walls[(int)DoorLoc.top];
                break;

            case DoorLoc.upperLeft:
                adjacentWall = walls[(int)DoorLoc.lowerRight];
                break;

            case DoorLoc.upperRight:
                adjacentWall = walls[(int)DoorLoc.lowerLeft];
                break;

            case DoorLoc.lowerLeft:
                adjacentWall = walls[(int)DoorLoc.upperRight];
                break;

            case DoorLoc.lowerRight:
                adjacentWall = walls[(int)DoorLoc.upperLeft];
                break;

            default:
                adjacentWall = walls[(int)DoorLoc.top];
                break;
            }
            if (adjacentWall.doorWall)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
 private void Start()
 {
     roomGen = GetComponentInParent <RoomGeneration> ();
 }
 public void AdditionalRoom(RoomGeneration room)
 {
     roomQueue.Enqueue(room);
     allRooms.Add(room);
 }