split engine configuration from engine
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23
Assets/Escape Room Engine/Engine/Engine Configuration.asset
Normal file
23
Assets/Escape Room Engine/Engine/Engine Configuration.asset
Normal file
@@ -0,0 +1,23 @@
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--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: 28d04249c1c4438da94b524e7d4afff2, type: 3}
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m_Name: Engine Configuration
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m_EditorClassIdentifier:
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minRoomSize: {x: 3, y: 3}
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playSpace: {x: 4, y: 6}
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spawnDoor: {fileID: 11400000, guid: 6e937b2e9f774999b5962c4b40947165, type: 2}
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exitDoorTypes:
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- {fileID: 11400000, guid: 29e2ae36585f4e65966bc9ea2f95ac4a, type: 2}
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puzzleCount: {x: 2, y: 5}
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puzzleTypes:
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genericModule: {fileID: 11400000, guid: cba85a4318ad4750860b84245d9685c4, type: 2}
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@@ -0,0 +1,8 @@
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@@ -25,30 +25,8 @@ namespace Escape_Room_Engine.Engine.Scripts
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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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@@ -0,0 +1,35 @@
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using System.Collections.Generic;
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using Escape_Room_Engine.Engine.Scripts.Modules;
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using NaughtyAttributes;
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using UnityEngine;
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namespace Escape_Room_Engine.Engine.Scripts
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{
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[CreateAssetMenu(menuName = "Engine Config")]
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public class EngineConfiguration : ScriptableObject
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{
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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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public ModuleDescription genericModule;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 28d04249c1c4438da94b524e7d4afff2
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timeCreated: 1668108442
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@@ -20,7 +20,10 @@ namespace Escape_Room_Engine.Engine.Scripts
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internal Space(Passage entrance)
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{
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rrDimensions = GenerateSpaceDimensions(entrance, Engine.DefaultEngine.minRoomSize, Engine.DefaultEngine.playSpace);
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rrDimensions = GenerateSpaceDimensions(
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entrance,
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Engine.DefaultEngine.config.minRoomSize,
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Engine.DefaultEngine.config.playSpace);
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// connect the space to its passage
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entrance.ConnectTo(new DoorModule(this,
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@@ -1232,16 +1232,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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minRoomSize: {x: 3, y: 3}
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playSpace: {x: 4, y: 6}
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spawnDoor: {fileID: 11400000, guid: 6e937b2e9f774999b5962c4b40947165, type: 2}
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exitDoorTypes:
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- {fileID: 11400000, guid: 29e2ae36585f4e65966bc9ea2f95ac4a, type: 2}
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puzzleCount: {x: 2, y: 5}
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puzzleTypes:
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- {fileID: 11400000, guid: 2a6dd6683bdc4db9b200ccfab1dd4bed, type: 2}
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config: {fileID: 11400000, guid: 568d9a7d70f3edb4cb6db66a0010f105, type: 2}
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roomMaterial: {fileID: 2100000, guid: 39e2ed014eda5d6408c16fbf0fa80781, type: 2}
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genericModule: {fileID: 11400000, guid: cba85a4318ad4750860b84245d9685c4, type: 2}
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--- !u!4 &1568048335
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