connect multiple rooms with doors

This commit is contained in:
2022-11-03 21:20:00 +01:00
parent bce88d0504
commit 807eae1c62
24 changed files with 391 additions and 88 deletions

View File

@@ -1,17 +1,47 @@
namespace Escape_Room_Engine.Engine.Scripts
using System;
using Escape_Room_Engine.Engine.Scripts.Modules;
using UnityEngine;
using Logger = Escape_Room_Engine.Engine.Scripts.Utilities.Logger;
using LogType = Escape_Room_Engine.Engine.Scripts.Utilities.LogType;
namespace Escape_Room_Engine.Engine.Scripts
{
public class Passage
{
internal DoorModule fromOut, toIn;
/// <summary>
/// The room relative (<i>RR</i>) position of this passage.
/// </summary>
internal Vector2Int rrPosition;
internal Passage(DoorModule from)
{
ConnectFrom(from);
}
protected Passage() {}
internal void ConnectFrom(DoorModule door)
{
fromOut = door;
rrPosition = fromOut.RrPosition;
Logger.Log($"Connected passage from {door} at {rrPosition} (RR).", LogType.PassageConnection);
}
internal void ConnectTo(DoorModule door)
internal virtual void ConnectTo(DoorModule door)
{
if (fromOut == null)
{
throw new Exception("Cannot connect passage to entrance if it hasn't been connected to an exit first.");
}
toIn = door;
// to make sure the origin of the player doesn't move, the two doors must be placed in the same location
toIn.PlaceRoomRelative(rrPosition);
Logger.Log($"Connected passage to {door} at {rrPosition} (RR).", LogType.PassageConnection);
}
}
}