Door rotation
Not tested
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parent
9538e6729f
commit
fb2ba06537
2 changed files with 18 additions and 11 deletions
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@ -285,7 +285,7 @@ public class GameController : MonoBehaviour {
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ltg.ForEach(x => {
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x.SetParent(doorRootg.transform);
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x.gameObject.GetComponent<Door>().SetParent(grom);
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});
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});
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// Spawnpoints
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GameObject tSpawnpointRoot = new GameObject();
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@ -134,12 +134,21 @@ public class DungeonGenerator {
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r.tiles[new Vector2Int(x1, y1)].type = Room.TileType.GROUND;
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}
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allDoors.UnionWith(r.AllDoors());
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foreach ( Vector2Int v in r.AllDoors() ) {
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//Debug.Log("Door: " + v);
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if ( !r.bounds.Contains(v) )
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throw new NotSupportedException("This is a bug where doors land in the wrong room. It should have been fixed.");
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else
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r.tiles[v].type = Room.TileType.DOOR;
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foreach (Vector2Int v in r.doorsUp) {
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r.tiles[v].type = Room.TileType.DOOR;
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r.tiles[v].position = GenTile.Position.TOP;
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}
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foreach (Vector2Int v in r.doorsDown) {
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r.tiles[v].type = Room.TileType.DOOR;
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r.tiles[v].position = GenTile.Position.BOTTOM;
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}
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foreach (Vector2Int v in r.doorsLeft) {
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r.tiles[v].type = Room.TileType.DOOR;
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r.tiles[v].position = GenTile.Position.LEFT;
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}
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foreach (Vector2Int v in r.doorsRight) {
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r.tiles[v].type = Room.TileType.DOOR;
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r.tiles[v].position = GenTile.Position.RIGHT;
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}
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}
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@ -458,8 +467,7 @@ public class DungeonGenerator {
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case 1: {
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// Scorpion Attack!!!!:
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List<GameObject> lg = new List<GameObject>();
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int count = Math.Min(UnityEngine.Random.Range(1, ( int ) Mathf.Floor(r.GetSpawnpoints().Count)), 5);
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Debug.Log(count + " scorpions (of " + r.GetSpawnpoints().Count);
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int count = Math.Min(UnityEngine.Random.Range(1, ( int ) Mathf.Floor(r.GetSpawnpoints().Count)), 4);
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for ( int c = 0; c < count; c++ ) {
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lg.Add(enemyPrefabs[Entity.Entities.SCORPION]);
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}
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@ -471,8 +479,7 @@ public class DungeonGenerator {
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case 3: {
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// Bug Attack!!!!:
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List<GameObject> lg = new List<GameObject>();
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int count = Math.Min(UnityEngine.Random.Range(1, ( int ) Mathf.Floor(r.GetSpawnpoints().Count)), 10);
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Debug.Log(count + " bugs (of " + r.GetSpawnpoints().Count);
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int count = Math.Min(UnityEngine.Random.Range(1, ( int ) Mathf.Floor(r.GetSpawnpoints().Count)), 7);
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for ( int c = 0; c < count; c++ ) {
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lg.Add(enemyPrefabs[Entity.Entities.BUG]);
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}
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