split engine configuration from engine
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@@ -24,31 +24,9 @@ namespace Escape_Room_Engine.Engine.Scripts
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}
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}
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private static Engine _foundEngine;
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[BoxGroup("Size")]
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[Tooltip("The minimum size that should be allowed for rooms.")]
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public Vector2Int minRoomSize;
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[BoxGroup("Size")]
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[Tooltip("The size of the physical play space available to the engine.")]
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public Vector2Int playSpace;
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[BoxGroup("Doors")]
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[Required]
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public DoorModuleDescription spawnDoor;
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[BoxGroup("Doors")]
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[ValidateInput("IsNotEmpty", "At least one exit door type is required")]
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public List<DoorModuleDescription> exitDoorTypes;
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[BoxGroup("Puzzles")]
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[MinMaxSlider(0, 10)] public Vector2Int puzzleCount;
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[BoxGroup("Puzzles")]
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public List<PuzzleModuleDescription> puzzleTypes;
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[Required] public EngineConfiguration config;
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public Material roomMaterial;
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public ModuleDescription genericModule;
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private int NumberOfRooms => _rooms.Count;
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@@ -59,7 +37,7 @@ namespace Escape_Room_Engine.Engine.Scripts
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{
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_playSpaceOrigin = new GameObject("Play Space Origin");
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_playSpaceOrigin.transform.SetParent(transform);
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_playSpaceOrigin.transform.localPosition = new Vector3(-playSpace.x / 2f, 0, -playSpace.y / 2f);
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_playSpaceOrigin.transform.localPosition = new Vector3(-config.playSpace.x / 2f, 0, -config.playSpace.y / 2f);
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}
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public void GenerateRoom()
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@@ -67,7 +45,7 @@ namespace Escape_Room_Engine.Engine.Scripts
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Logger.Log("Generating room...", LogType.RoomGeneration);
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// get the last entrance from the newest room or create a spawn passage with no entrance door for where the player will start
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var entrance = NumberOfRooms > 0 ? _rooms.Last().exit : new Passage(new DoorModule(null, spawnDoor), true);
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var entrance = NumberOfRooms > 0 ? _rooms.Last().exit : new Passage(new DoorModule(null, config.spawnDoor), true);
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var room = new Room(entrance);
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_rooms.Add(room);
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@@ -85,15 +63,15 @@ namespace Escape_Room_Engine.Engine.Scripts
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var space = new Space(entrance);
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// add exit
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var exitDoor = new DoorModule(space, exitDoorTypes.RandomElement());
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var exitDoor = new DoorModule(space, config.exitDoorTypes.RandomElement());
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if (!space.AddModuleWithRequirements(exitDoor))
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throw new Exception("Could not satisfy requirements for exit door.");
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var exit = new Passage(exitDoor);
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// add puzzles
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for (var i = 0; i < Utilities.Utilities.RandomInclusive(puzzleCount.x, puzzleCount.y); i++)
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for (var i = 0; i < Utilities.Utilities.RandomInclusive(config.puzzleCount.x, config.puzzleCount.y); i++)
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{
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space.AddModuleWithRequirements(new PuzzleModule(space, puzzleTypes.RandomElement()));
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space.AddModuleWithRequirements(new PuzzleModule(space, config.puzzleTypes.RandomElement()));
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}
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room.AddSpace(space, exit);
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