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Add ToOuter to door | PlayerSettings

This commit is contained in:
Saibotk 2018-04-24 05:49:27 +02:00
parent fb2ba06537
commit e49d5d2ea4
5 changed files with 232 additions and 214 deletions

View file

@ -7,6 +7,8 @@ public class Door : MonoBehaviour {
[SerializeField]
Room parent;
Vector2Int toOuter;
BoxCollider2D boundingBox;
BoxCollider2D triggerBox;
@ -33,6 +35,10 @@ public class Door : MonoBehaviour {
this.parent = room;
}
public void SetToOuter(Vector2Int v) {
toOuter = v;
}
/// <summary>
/// Locks the door.
/// </summary>
@ -73,12 +79,13 @@ public class Door : MonoBehaviour {
Player player = collision.gameObject.GetComponent<Player>();
Vector2 centerToCollider = (Vector2) gameObject.transform.position - parent.GetPosition() + parent.GetCenter();
Vector2 centerToPlayer = (Vector2) player.gameObject.transform.position - parent.GetPosition() + parent.GetCenter();
if (centerToCollider.magnitude - 1 < centerToPlayer.magnitude) {
Debug.Log(centerToCollider.magnitude - 1);
if (centerToCollider.magnitude - 0.89 < centerToPlayer.magnitude) {
Debug.Log(centerToCollider.magnitude - 0.89);
Debug.Log(centerToPlayer.magnitude);
return;
}
Debug.Log(centerToCollider.magnitude - 0.89);
Debug.Log(centerToPlayer.magnitude);
Debug.Log("Leaving Trigger");
if(parent == null) {
Debug.Log("This door has no parent Room!");

View file

@ -222,7 +222,7 @@ public class GameController : MonoBehaviour {
lt.ForEach(x => {
x.SetParent(doorRoot.transform);
x.gameObject.GetComponent<Door>().SetParent(start);
});
});
start.SetDoorsRootObject(doorRoot);
// Spawnpoint

View file

@ -3,217 +3,236 @@ using System.Collections.Generic;
using UnityEngine;
public class GenerationProcessor {
public enum ExtendedTileType {
BorderOuter, BorderInner, BorderSingle, Ground0, Ground1, Ground2, Ground3, DoorInner, DoorOuter, Rock, RockL, RockU, RockR, RockD, RockLU, RockLR, RockLD, RockUR, RockUD, RockRD, RockLURD, RockLUD, RockLUR, RockURD, RockLRD, Flag
}
Dictionary<ExtendedTileType, GameObject> prefabs;
public GenerationProcessor(Dictionary<ExtendedTileType, GameObject> prefabs) {
this.prefabs = prefabs;
}
public GameObject ProcessRoom(Dictionary<Vector2Int, GenTile> tiles) {
GameObject root = new GameObject {
name = "Room"
};
foreach ( Vector2Int v in tiles.Keys ) {
ExtendedTileType type = GetRandomGroundType();
int rotation = 0;
switch ( tiles[v].type ) {
case Room.TileType.WALL:
type = GetCorrectWallType(tiles, v);
rotation = GetCorrectWallRotation(type, tiles[v].position);
break;
case Room.TileType.GROUND:
type = GetRandomGroundType();
break;
case Room.TileType.DOOR:
type = GetCorrectDoorType(tiles, v);
rotation = GetCorrectDoorRotation(type, tiles, v);
break;
case Room.TileType.ROCK:
type = GetCorrectRockType(tiles, v);
break;
}
CreateGOFromType(v, rotation, tiles[v].type, type, root);
public enum ExtendedTileType {
BorderOuter, BorderInner, BorderSingle, Ground0, Ground1, Ground2, Ground3, DoorInner, DoorOuter, Rock, RockL, RockU, RockR, RockD, RockLU, RockLR, RockLD, RockUR, RockUD, RockRD, RockLURD, RockLUD, RockLUR, RockURD, RockLRD, Flag
}
return root;
}
public GameObject CreateGOFromType(Vector2 v, int rotation, Room.TileType type, ExtendedTileType t, GameObject root) {
GameObject tmp = null;
if (type != Room.TileType.GROUND)
CreateGOFromType(v, 0, Room.TileType.GROUND, GetRandomGroundType(), root);
if ( prefabs.ContainsKey(t) && root != null ) {
tmp = Object.Instantiate(prefabs[t], root.transform);
tmp.transform.position = v;
tmp.transform.Rotate(new Vector3(0, 0, rotation));
Dictionary<ExtendedTileType, GameObject> prefabs;
public GenerationProcessor(Dictionary<ExtendedTileType, GameObject> prefabs) {
this.prefabs = prefabs;
}
return tmp;
}
private int CountSpecificNeighbours(Dictionary<Vector2Int, GenTile> tiles, Vector2Int position, Room.TileType type) {
int counter = 0;
Vector2Int toCheck = position + new Vector2Int(0, -1);
if (tiles.ContainsKey(toCheck) && tiles[toCheck].type == type)
counter++;
toCheck = position + new Vector2Int(-1, 0);
if (tiles.ContainsKey(toCheck) && tiles[toCheck].type == type)
counter++;
toCheck = position + new Vector2Int(0, 1);
if (tiles.ContainsKey(toCheck) && tiles[toCheck].type == type)
counter++;
toCheck = position + new Vector2Int(1, 0);
if (tiles.ContainsKey(toCheck) && tiles[toCheck].type == type)
counter++;
return counter;
}
private ExtendedTileType GetCorrectWallType(Dictionary<Vector2Int, GenTile> tiles, Vector2Int position){
int groundNumber = CountSpecificNeighbours(tiles, position, Room.TileType.GROUND) + CountSpecificNeighbours(tiles, position, Room.TileType.ROCK);
switch(groundNumber){
case 0:
return ExtendedTileType.BorderInner;
case 2:
return ExtendedTileType.BorderOuter;
default:
return ExtendedTileType.BorderSingle;
}
}
private int GetCorrectWallRotation(ExtendedTileType type, GenTile.Position position) {
int rotation = 0;
switch (type) {
case ExtendedTileType.BorderSingle:
switch (position) {
case GenTile.Position.BOTTOM:
rotation = 180;
break;
case GenTile.Position.LEFT:
rotation = 90;
break;
case GenTile.Position.TOP:
rotation = 0;
break;
case GenTile.Position.RIGHT:
rotation = 270;
break;
public GameObject ProcessRoom(Dictionary<Vector2Int, GenTile> tiles) {
GameObject root = new GameObject {
name = "Room"
};
foreach ( Vector2Int v in tiles.Keys ) {
ExtendedTileType type = GetRandomGroundType();
int rotation = 0;
switch ( tiles[v].type ) {
case Room.TileType.WALL:
type = GetCorrectWallType(tiles, v);
rotation = GetCorrectWallRotation(type, tiles[v].position);
break;
case Room.TileType.GROUND:
type = GetRandomGroundType();
break;
case Room.TileType.DOOR:
type = GetCorrectDoorType(tiles, v);
rotation = GetCorrectDoorRotation(type, tiles, v);
break;
case Room.TileType.ROCK:
type = GetCorrectRockType(tiles, v);
break;
}
GameObject go = CreateGOFromType(v, rotation, tiles[v].type, type, root);
// Todo dirty hack
if ( go.tag == "door" ) {
go.GetComponent<Door>().SetToOuter(GenerationProcessor.GetDirectionVector(tiles[v].position));
}
}
break;
case ExtendedTileType.BorderInner:
switch (position) {
case GenTile.Position.BOTTOM_LEFT:
rotation = 90;
break;
case GenTile.Position.TOP_LEFT:
rotation = 0;
break;
case GenTile.Position.TOP_RIGHT:
rotation = 270;
break;
case GenTile.Position.BOTTOM_RIGHT:
rotation = 180;
break;
return root;
}
public GameObject CreateGOFromType(Vector2 v, int rotation, Room.TileType type, ExtendedTileType t, GameObject root) {
GameObject tmp = null;
if ( type != Room.TileType.GROUND )
CreateGOFromType(v, 0, Room.TileType.GROUND, GetRandomGroundType(), root);
if ( prefabs.ContainsKey(t) && root != null ) {
tmp = Object.Instantiate(prefabs[t], root.transform);
tmp.transform.position = v;
tmp.transform.Rotate(new Vector3(0, 0, rotation));
}
break;
return tmp;
}
return rotation;
}
private ExtendedTileType GetCorrectRockType(Dictionary<Vector2Int, GenTile> tiles, Vector2Int position) {
int meta = 0;
Vector2Int toCheck = position + new Vector2Int(0, -1);
if (tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.ROCK)
meta += 1;
toCheck = position + new Vector2Int(-1, 0);
if (tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.ROCK)
meta += 2;
toCheck = position + new Vector2Int(0, 1);
if (tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.ROCK)
meta += 4;
toCheck = position + new Vector2Int(1, 0);
if (tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.ROCK)
meta += 8;
switch(meta) {
case 1:
return ExtendedTileType.RockD;
case 2:
return ExtendedTileType.RockL;
case 3:
return ExtendedTileType.RockLD;
case 4:
return ExtendedTileType.RockU;
case 5:
return ExtendedTileType.RockUD;
case 6:
return ExtendedTileType.RockLU;
case 7:
return ExtendedTileType.RockLUD;
case 8:
return ExtendedTileType.RockR;
case 9:
return ExtendedTileType.RockRD;
case 10:
return ExtendedTileType.RockLR;
case 11:
return ExtendedTileType.RockLRD;
case 12:
return ExtendedTileType.RockUR;
case 13:
return ExtendedTileType.RockURD;
case 14:
return ExtendedTileType.RockLUR;
case 15:
return ExtendedTileType.RockLURD;
default:
return ExtendedTileType.Rock;
}
}
private ExtendedTileType GetCorrectDoorType(Dictionary<Vector2Int, GenTile> tiles, Vector2Int position) {
int neighbourDoors = CountSpecificNeighbours(tiles, position, Room.TileType.DOOR);
switch(neighbourDoors) {
case 1:
return ExtendedTileType.DoorOuter;
default:
return ExtendedTileType.DoorInner;
}
}
private int GetCorrectDoorRotation(ExtendedTileType type, Dictionary<Vector2Int, GenTile> tiles, Vector2Int position) {
switch(type) {
case ExtendedTileType.DoorOuter:
private int CountSpecificNeighbours(Dictionary<Vector2Int, GenTile> tiles, Vector2Int position, Room.TileType type) {
int counter = 0;
Vector2Int toCheck = position + new Vector2Int(0, -1);
if(tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.DOOR)
return 270;
if ( tiles.ContainsKey(toCheck) && tiles[toCheck].type == type )
counter++;
toCheck = position + new Vector2Int(-1, 0);
if(tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.DOOR)
return 180;
if ( tiles.ContainsKey(toCheck) && tiles[toCheck].type == type )
counter++;
toCheck = position + new Vector2Int(0, 1);
if(tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.DOOR)
return 90;
if ( tiles.ContainsKey(toCheck) && tiles[toCheck].type == type )
counter++;
toCheck = position + new Vector2Int(1, 0);
return 0;
case ExtendedTileType.DoorInner:
Vector2Int toCheckD = position + new Vector2Int(0, -1);
if(tiles.ContainsKey(toCheckD) && tiles[toCheckD].type == Room.TileType.DOOR)
return 90;
return 0;
if ( tiles.ContainsKey(toCheck) && tiles[toCheck].type == type )
counter++;
return counter;
}
return 0;
}
private ExtendedTileType GetRandomGroundType() {
int num = (int) (UnityEngine.Random.value * 4);
switch(num) {
case 0:
return ExtendedTileType.Ground0;
case 1:
return ExtendedTileType.Ground1;
case 2:
return ExtendedTileType.Ground2;
default:
return ExtendedTileType.Ground3;
private ExtendedTileType GetCorrectWallType(Dictionary<Vector2Int, GenTile> tiles, Vector2Int position) {
int groundNumber = CountSpecificNeighbours(tiles, position, Room.TileType.GROUND) + CountSpecificNeighbours(tiles, position, Room.TileType.ROCK);
switch ( groundNumber ) {
case 0:
return ExtendedTileType.BorderInner;
case 2:
return ExtendedTileType.BorderOuter;
default:
return ExtendedTileType.BorderSingle;
}
}
private int GetCorrectWallRotation(ExtendedTileType type, GenTile.Position position) {
int rotation = 0;
switch ( type ) {
case ExtendedTileType.BorderSingle:
switch ( position ) {
case GenTile.Position.BOTTOM:
rotation = 180;
break;
case GenTile.Position.LEFT:
rotation = 90;
break;
case GenTile.Position.TOP:
rotation = 0;
break;
case GenTile.Position.RIGHT:
rotation = 270;
break;
}
break;
case ExtendedTileType.BorderInner:
switch ( position ) {
case GenTile.Position.BOTTOM_LEFT:
rotation = 90;
break;
case GenTile.Position.TOP_LEFT:
rotation = 0;
break;
case GenTile.Position.TOP_RIGHT:
rotation = 270;
break;
case GenTile.Position.BOTTOM_RIGHT:
rotation = 180;
break;
}
break;
}
return rotation;
}
private ExtendedTileType GetCorrectRockType(Dictionary<Vector2Int, GenTile> tiles, Vector2Int position) {
int meta = 0;
Vector2Int toCheck = position + new Vector2Int(0, -1);
if ( tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.ROCK )
meta += 1;
toCheck = position + new Vector2Int(-1, 0);
if ( tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.ROCK )
meta += 2;
toCheck = position + new Vector2Int(0, 1);
if ( tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.ROCK )
meta += 4;
toCheck = position + new Vector2Int(1, 0);
if ( tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.ROCK )
meta += 8;
switch ( meta ) {
case 1:
return ExtendedTileType.RockD;
case 2:
return ExtendedTileType.RockL;
case 3:
return ExtendedTileType.RockLD;
case 4:
return ExtendedTileType.RockU;
case 5:
return ExtendedTileType.RockUD;
case 6:
return ExtendedTileType.RockLU;
case 7:
return ExtendedTileType.RockLUD;
case 8:
return ExtendedTileType.RockR;
case 9:
return ExtendedTileType.RockRD;
case 10:
return ExtendedTileType.RockLR;
case 11:
return ExtendedTileType.RockLRD;
case 12:
return ExtendedTileType.RockUR;
case 13:
return ExtendedTileType.RockURD;
case 14:
return ExtendedTileType.RockLUR;
case 15:
return ExtendedTileType.RockLURD;
default:
return ExtendedTileType.Rock;
}
}
private ExtendedTileType GetCorrectDoorType(Dictionary<Vector2Int, GenTile> tiles, Vector2Int position) {
int neighbourDoors = CountSpecificNeighbours(tiles, position, Room.TileType.DOOR);
switch ( neighbourDoors ) {
case 1:
return ExtendedTileType.DoorOuter;
default:
return ExtendedTileType.DoorInner;
}
}
private int GetCorrectDoorRotation(ExtendedTileType type, Dictionary<Vector2Int, GenTile> tiles, Vector2Int position) {
switch ( type ) {
case ExtendedTileType.DoorOuter:
Vector2Int toCheck = position + new Vector2Int(0, -1);
if ( tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.DOOR )
return 270;
toCheck = position + new Vector2Int(-1, 0);
if ( tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.DOOR )
return 180;
toCheck = position + new Vector2Int(0, 1);
if ( tiles.ContainsKey(toCheck) && tiles[toCheck].type == Room.TileType.DOOR )
return 90;
toCheck = position + new Vector2Int(1, 0);
return 0;
case ExtendedTileType.DoorInner:
Vector2Int toCheckD = position + new Vector2Int(0, -1);
if ( tiles.ContainsKey(toCheckD) && tiles[toCheckD].type == Room.TileType.DOOR )
return 90;
return 0;
}
return 0;
}
public static Vector2Int GetDirectionVector(GenTile.Position p) {
switch ( p ) {
case GenTile.Position.TOP:
return new Vector2Int(0, 1);
case GenTile.Position.LEFT:
return new Vector2Int(-1, 0);
case GenTile.Position.RIGHT:
return new Vector2Int(1, 0);
case GenTile.Position.BOTTOM:
return new Vector2Int(0, -1);
default:
return new Vector2Int();
}
}
private ExtendedTileType GetRandomGroundType() {
int num = ( int ) ( UnityEngine.Random.value * 4 );
switch ( num ) {
case 0:
return ExtendedTileType.Ground0;
case 1:
return ExtendedTileType.Ground1;
case 2:
return ExtendedTileType.Ground2;
default:
return ExtendedTileType.Ground3;
}
}
}
}

View file

@ -31,14 +31,6 @@ public class StartObjective : Objective {
}
}
/// <summary>
/// Returns the created Player object. Call this after <see cref="ActivateGoal(Player)"/> !
/// </summary>
/// <returns>Player</returns>
public Player GetPlayer() {
return player;
}
/// <summary>
/// Code executed if the goal is reached eg. opening doors.
/// </summary>

View file

@ -12,8 +12,8 @@ PlayerSettings:
targetDevice: 2
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: DefaultCompany
productName: New Unity Project
companyName: Bildschirmflausch
productName: Dungeon Drifter
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
@ -543,7 +543,7 @@ PlayerSettings:
splashScreenBackgroundSourceLandscape: {fileID: 0}
splashScreenBackgroundSourcePortrait: {fileID: 0}
spritePackerPolicy:
webGLMemorySize: 256
webGLMemorySize: 512
webGLExceptionSupport: 1
webGLNameFilesAsHashes: 0
webGLDataCaching: 0