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Bildschirmflausch-LD41/Assets/Scripts/Room.cs

168 lines
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C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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public class Room : MonoBehaviour {
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public enum TileType {
GROUND, WALL, DOOR, ROCK
}
Vector2Int center;
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Vector2Int position;
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List<Door> doors;
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List<Transform> spawnpoints;
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[SerializeField]
GameObject doorsRootObject;
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[SerializeField]
GameObject spawnpointRootObject;
private Objective objective;
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// Use this for initialization
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void Awake() {
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doors = new List<Door>();
if ( doorsRootObject != null ) {
foreach ( Door d in doorsRootObject.GetComponentsInChildren<Door>() ) {
doors.Add(d);
}
//Debug.Log("[ROOMS] Doors: " + doors.Count);
}
spawnpoints = new List<Transform>();
if ( spawnpointRootObject != null ) {
foreach ( Transform t in spawnpointRootObject.GetComponentsInChildren<Transform>() ) {
if ( t.gameObject != spawnpointRootObject ) {
spawnpoints.Add(t);
}
}
//Debug.Log("[ROOMS] Spawnpoints: " + spawnpoints.Count);
}
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Unlock();
}
/// <summary>
/// Center point in Generation phase.
/// </summary>
/// <param name="v"></param>
public void SetCenter(Vector2Int v) {
center = v;
}
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public void SetPosition(Vector2Int v) {
position = v;
}
public Vector2Int GetPosition() {
return position;
}
/// <summary>
/// Returns the Center as global from the generation. TODO change this
/// Is available after Generation and after Start Phase.
/// </summary>
/// <returns></returns>
public Vector2Int GetCenter() {
return center;
}
/// <summary>
/// Reloads the spawnpoints and doors.
/// </summary>
public void Reload() {
doors = new List<Door>();
if ( doorsRootObject != null ) {
foreach ( Door d in doorsRootObject.GetComponentsInChildren<Door>() ) {
doors.Add(d);
}
//Debug.Log("[ROOMS] Doors: " + doors.Count);
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}
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spawnpoints = new List<Transform>();
if ( spawnpointRootObject != null ) {
foreach ( Transform t in spawnpointRootObject.GetComponentsInChildren<Transform>() ) {
if ( t.gameObject != spawnpointRootObject ) {
spawnpoints.Add(t);
}
}
//Debug.Log("[ROOMS] Spawnpoints: " + spawnpoints.Count);
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}
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Unlock(); // Ok to do so?
}
/// <summary>
/// Sets the doors root object.
/// </summary>
/// <param name="go"></param>
public void SetDoorsRootObject(GameObject go) {
doorsRootObject = go;
}
/// <summary>
/// Sets the spawnpoints root object.
/// </summary>
/// <param name="go"></param>
public void SetSpawnPointsRootObject(GameObject go) {
spawnpointRootObject = go;
}
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/// <summary>
/// Locks all doors associated with this room.
/// </summary>
public void Lock() {
foreach ( Door d in doors ) {
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d.Lock();
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}
GameController.instance.GetAudioControl().SfxPlay(AudioControl.Sfx.door);
Debug.Log("[ROOMS] Locked all doors...");
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}
/// <summary>
/// Unlocks all doors associated with this room.
/// </summary>
public void Unlock() {
foreach ( Door d in doors ) {
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d.Unlock();
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}
GameController.instance.GetAudioControl().SfxPlay(AudioControl.Sfx.door);
Debug.Log("[ROOMS] Unlocked all doors...");
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}
/// <summary>
/// Sets the rooms Objective.
/// </summary>
/// <param name="obj">Objective</param>
public void SetObjective(Objective obj) {
objective = obj;
}
/// <summary>
/// Informs the objective / activates it and ensures that a cleared room is not going to be activated again.
/// </summary>
/// <param name="player"></param>
public void OnPlayerEnter(Player player) {
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if(objective == null) {
Debug.Log("[ROOMS] This Room has no objective!");
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return;
}
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if ( objective.GetFinished() ) {
Debug.Log("[ROOMS] This room has been cleared already.");
return;
}
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Debug.Log("[ROOMS] Player activated Objective");
objective.ActivateGoal(player);
}
/// <summary>
/// Returns the Spawnpoints a room has.
/// </summary>
/// <returns></returns>
public List<Transform> GetSpawnpoints() {
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return spawnpoints;
}
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}