desert portal

This commit is contained in:
2022-11-27 12:12:02 +01:00
parent bc61d04541
commit 15f3857302
65 changed files with 3412 additions and 1127 deletions

View File

@@ -29,6 +29,7 @@ namespace EscapeRoomEngine.Engine.Runtime
[InfoBox("If a space was generated without any puzzles in it, the engine will try generating another new space. To prevent infinite loops, the amount of retries is bound.")]
public int maxSpaceGenerationTries;
public Vector3 roomOffset;
[Required] public EngineTheme theme;
public int NumberOfRooms => _rooms.Count;
@@ -62,8 +63,9 @@ namespace EscapeRoomEngine.Engine.Runtime
_rooms.Add(room);
GenerateSpace(room, entrance); // TODO: rooms with more than one space
room.InstantiateRoom(_playSpaceOrigin.transform, (_rooms.Count - 1).ToString());
var roomId = _rooms.Count - 1;
room.InstantiateRoom(_playSpaceOrigin.transform, roomId * roomOffset, roomId.ToString());
UpdateUI();
}

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@@ -15,7 +15,31 @@ namespace EscapeRoomEngine.Engine.Runtime.Modules
public bool IsEntrance => IsType((ModuleType)DoorType.Entrance);
public bool IsExit => IsType((ModuleType)DoorType.Exit);
internal DoorState DoorState => DoorState.FromState(State);
public DoorState DoorState => DoorState.FromState(State);
public DoorState ConnectedDoorState => Passage.Other(this).DoorState;
/// <summary>
/// Once this property is set, the door is considered to be connected. This property must only be set once.
/// </summary>
internal Passage Passage
{
get => _passage;
set
{
if (_passage != null)
{
throw new EngineException($"{this} is already connected");
}
_passage = value;
if (State != null)
{
DoorState.Connect();
}
}
}
private Passage _passage;
internal DoorModule(Space space, DoorModuleDescription description) : base(space, description) {}

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@@ -5,7 +5,7 @@ namespace EscapeRoomEngine.Engine.Runtime.Modules
{
public enum DoorEventType
{
Locked, Unlocked
Locked, Unlocked, Connected
}
public delegate void DoorEventHandler(DoorModule source, DoorEventType e);
@@ -14,7 +14,7 @@ namespace EscapeRoomEngine.Engine.Runtime.Modules
{
public event DoorEventHandler DoorEvent;
private DoorModule Module { get; set; }
protected DoorModule Module { get; set; }
public bool Unlocked
{
get => _unlocked;
@@ -43,17 +43,17 @@ namespace EscapeRoomEngine.Engine.Runtime.Modules
Module = DoorModule.FromModule(module);
}
[Button(enabledMode: EButtonEnableMode.Playmode)]
internal void Unlock()
{
Unlocked = true;
}
public void Connect() => OnDoorEvent(DoorEventType.Connected);
#region Debug Buttons
[Button(enabledMode: EButtonEnableMode.Playmode)]
internal void Lock()
{
Unlocked = false;
}
internal void Unlock() => Unlocked = true;
[Button(enabledMode: EButtonEnableMode.Playmode)]
internal void Lock() => Unlocked = false;
#endregion
public static DoorState FromState(ModuleState state)
{

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@@ -1,4 +1,5 @@
using EscapeRoomEngine.Engine.Runtime.Modules;
using EscapeRoomEngine.Engine.Runtime.Utilities;
using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger;
using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType;
@@ -11,17 +12,49 @@ namespace EscapeRoomEngine.Engine.Runtime
internal Passage(DoorModule from)
{
if (!from.IsExit && !from.description.Equals(Engine.DefaultEngine.theme.spawnDoor))
{
throw new WrongTypeException(DoorType.Exit, DoorType.Entrance);
}
fromOut = from;
}
internal void ConnectTo(DoorModule door)
internal void PlaceEntrance(DoorModule door)
{
if (!door.IsEntrance)
{
throw new WrongTypeException(DoorType.Entrance, DoorType.Exit);
}
toIn = door;
// to make sure the origin of the player doesn't move, the two doors must be placed in the same location in the same orientation
toIn.PlaceRoomRelative(fromOut.RrPosition, fromOut.Orientation);
Logger.Log($"Connected passage from {fromOut} to {toIn} at {toIn.RrPosition} (RR)", LogType.PassageConnection);
Logger.Log($"Placed entrance {toIn} at {toIn.RrPosition} (RR)", LogType.ModulePlacement);
}
internal void ConnectDoors()
{
toIn.Passage = this;
fromOut.Passage = this;
Logger.Log($"Connected passage from {fromOut} to {toIn}", LogType.PassageConnection);
}
internal DoorModule Other(DoorModule of)
{
if (of.Equals(fromOut))
{
return toIn;
}
if(of.Equals(toIn))
{
return fromOut;
}
throw new EngineException($"{of} is not connected to this passage");
}
}
}

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@@ -73,15 +73,18 @@ namespace EscapeRoomEngine.Engine.Runtime
}
}
internal void InstantiateRoom(Transform parent, string name)
internal void InstantiateRoom(Transform parent, Vector3 offset, string name)
{
roomObject = new GameObject($"Room {name}");
roomObject.transform.SetParent(parent, false);
roomObject.transform.localPosition = offset;
for (var i = 0; i < _spaces.Count; i++)
{
_spaces[i].InstantiateSpace(roomObject.transform, i.ToString());
}
entrance.ConnectDoors();
}
public override string ToString()

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@@ -50,7 +50,7 @@ namespace EscapeRoomEngine.Engine.Runtime
Engine.DefaultEngine.theme.playSpace.ProjectAtFloor());
// connect the space to its passage
entrance.ConnectTo(new DoorModule(this,
entrance.PlaceEntrance(new DoorModule(this,
((DoorModuleDescription)entrance.fromOut.description).connectedDoorDescription));
Modules.Add(entrance.toIn);
}

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@@ -1,4 +1,5 @@
using System;
using EscapeRoomEngine.Engine.Runtime.Modules;
namespace EscapeRoomEngine.Engine.Runtime.Utilities
{
@@ -11,6 +12,8 @@ namespace EscapeRoomEngine.Engine.Runtime.Utilities
{
public WrongTypeException(Type expected, Type found, Type baseType) : base($"Wrong type of {baseType} ({found} instead of {expected})") {}
public WrongTypeException(DoorType expected, DoorType found) : base($"Wrong door type ({found} instead of {expected})") {}
public WrongTypeException(string message) : base(message) {}
}