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Add finishObjective

This commit is contained in:
Saibotk 2018-04-24 00:52:32 +02:00
parent 7603cd71e8
commit 44219c15b6
7 changed files with 211 additions and 23 deletions

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@ -229,15 +229,26 @@ public class GameController : MonoBehaviour {
doorRootf.transform.SetParent(goFinish.transform);
ltf = ltf.FindAll(x => x.tag == "door");
finish = goFinish.AddComponent<Room>();
finish.SetCenter(dg.end.GetCenter());
ltf.ForEach(x => {
x.SetParent(doorRootf.transform);
x.gameObject.GetComponent<Door>().SetParent(finish);
});
finish.SetDoorsRootObject(doorRootf);
// Spawnpoint
GameObject fspawnpointRoot = new GameObject();
fspawnpointRoot.name = "Spawnpoints";
fspawnpointRoot.transform.SetParent(goStart.transform);
fspawnpointRoot.transform.position = new Vector3(dg.end.roomPosition.x, dg.end.roomPosition.y, 0);
GameObject fspawn = new GameObject();
fspawn.transform.SetParent(fspawnpointRoot.transform);
fspawn.transform.position = new Vector3(dg.end.GetCenter().x, dg.end.GetCenter().y, 0);
finish.SetSpawnPointsRootObject(fspawnpointRoot);
finish.Reload();
finish.transform.SetParent(mapRoot.transform);
gp.CreateGOFromType(finish.GetCenter(), 0, Room.TileType.DOOR, GenerationProcessor.ExtendedTileType.Flag, goFinish);
// Other Rooms
foreach (GenRoom gr in dg.rooms) {
@ -295,9 +306,8 @@ public class GameController : MonoBehaviour {
} else {
Debug.Log("No Player spawned!");
}
finish.SetObjective(new FinishObjective(finish));
FinishObjective fo = new FinishObjective(finish, genPrefabs[GenerationProcessor.ExtendedTileType.Flag]);
finish.SetObjective(fo);
}
private void Running() {

View file

@ -204,6 +204,7 @@ public class DungeonGenerator {
}
start.spawnpoints.Add(start.GetCenter());
end.spawnpoints.Add(end.GetCenter());
foreach (Vector2Int v in allDoors) {
foreach (GenRoom r in rooms) {

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@ -2,20 +2,9 @@
using System.Collections.Generic;
using UnityEngine;
public class FinishObjective : Objective {
public class FinishObjective : EntityObjective {
public FinishObjective(Room caller) : base(caller) { }
public override void ActivateGoal(Player player) {
// Player reached the end => win
base.ActivateGoal(player);
UpdateGoal();
}
public override void UpdateGoal() {
if ((room.GetCenter() - (Vector2)player.transform.position).magnitude < 2)
ReachedGoal();
}
public FinishObjective(Room caller, GameObject go) : base(caller, new List<GameObject> { go }) { }
protected override void ReachedGoal() {
base.ReachedGoal();

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