make sure every module is accessible

This commit is contained in:
2022-11-07 20:51:00 +01:00
parent aae5e78082
commit 648919cf5a
13 changed files with 100 additions and 30 deletions

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using Escape_Room_Engine.Engine.Scripts.Modules;
using Escape_Room_Engine.Engine.Scripts.Utilities;
using NaughtyAttributes;
using UnityEngine;
using Logger = Escape_Room_Engine.Engine.Scripts.Utilities.Logger;
using LogType = Escape_Room_Engine.Engine.Scripts.Utilities.LogType;
@@ -23,16 +24,31 @@ namespace Escape_Room_Engine.Engine.Scripts
}
}
private static Engine _foundEngine;
[BoxGroup("Size")]
[Tooltip("The minimum size that should be allowed for rooms.")]
public Vector2Int minRoomSize;
[BoxGroup("Size")]
[Tooltip("The size of the physical play space available to the engine.")]
public Vector2Int playSpace;
[BoxGroup("Doors")]
[Required]
public DoorModuleDescription spawnDoor;
[BoxGroup("Doors")]
[ValidateInput("IsNotEmpty", "At least one exit door type is required")]
public List<DoorModuleDescription> exitDoorTypes;
[BoxGroup("Puzzles")]
[MinMaxSlider(0, 10)] public Vector2Int puzzleCount;
[BoxGroup("Puzzles")]
public List<PuzzleModuleDescription> puzzleTypes;
public Material roomMaterial;
[Range(0, 10)] public int minPuzzleCount, maxPuzzleCount;
[Tooltip("The minimum size that should be allowed for rooms.")] public Vector2Int minRoomSize;
[Tooltip("The size of the physical play space available to the engine.")] public Vector2Int playSpace;
public ModuleDescription genericModule;
public DoorModuleDescription spawnDoor;
public List<DoorModuleDescription> exitDoorTypes;
public List<PuzzleModuleDescription> puzzleTypes;
private int NumberOfRooms => _rooms.Count;
@@ -75,7 +91,7 @@ namespace Escape_Room_Engine.Engine.Scripts
var exit = new Passage(exitDoor);
// add puzzles
for (var i = 0; i < Utilities.Utilities.RandomInclusive(minPuzzleCount, maxPuzzleCount); i++)
for (var i = 0; i < Utilities.Utilities.RandomInclusive(puzzleCount.x, puzzleCount.y); i++)
{
space.AddModuleWithRequirements(new PuzzleModule(space, puzzleTypes.RandomElement()));
}
@@ -90,5 +106,9 @@ namespace Escape_Room_Engine.Engine.Scripts
_rooms[NumberOfRooms - 1].roomObject.SetActive(false);
}
}
// ReSharper disable once SuggestBaseTypeForParameter
// ReSharper disable once UnusedMember.Local
private bool IsNotEmpty(List<DoorModuleDescription> modules) => modules.Count > 0;
}
}