split into multiple assemblies

This commit is contained in:
2022-11-20 12:52:22 +01:00
parent def03954a0
commit 9fdfafc3eb
373 changed files with 380 additions and 119 deletions

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# Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [Unreleased]
### Added
- modularVR analogues for room, space, passage and module types
- door module type
- puzzle module type
- module requirements
- room generation engine

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3
Assets/Engine/README.md Normal file
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# Escape Room Engine
A VR escape room engine as an example implementation of the [modularVR](https://vr.milan.wtf/modular) framework.

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using System.Collections.Generic;
using UnityEngine;
namespace EscapeRoomEngine.Engine.Runtime
{
public struct Dimensions
{
internal Dimensions(int width, int length, int x, int z)
{
this.width = width;
this.length = length;
this.x = x;
this.z = z;
}
public int width;
public int length;
public int x;
public int z;
public Vector2Int Position
{
get => new(x, z);
set
{
x = value.x;
z = value.y;
}
}
public Vector2Int Size
{
get => new(width, length);
set
{
width = value.x;
length = value.y;
}
}
public int Area => width * length;
public HashSet<Vector2Int> EveryPosition
{
get
{
var positions = new HashSet<Vector2Int>();
for (var zIter = 0; zIter < length; zIter++)
{
for (var xIter = 0; xIter < width; xIter++)
{
positions.Add(new Vector2Int(xIter, zIter));
}
}
return positions;
}
}
public override string ToString() => $"({width}, {length}) at ({x}, {z})";
}
}

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using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace EscapeRoomEngine.Engine.Runtime.Editor
{
public class EngineEditor : EditorWindow
{
private bool _registeredUpdateEvent;
private Button _passToNextRoomButton, _skipCurrentRoomButton;
[MenuItem("Window/Engine Editor")]
public static void ShowEditor()
{
var window = GetWindow<EngineEditor>();
window.titleContent = new GUIContent("Engine Editor");
}
public void CreateGUI()
{
_passToNextRoomButton = new Button(PassToNextRoom)
{
text = "Pass To Next Room"
};
rootVisualElement.Add(_passToNextRoomButton);
_skipCurrentRoomButton = new Button(SkipCurrentRoom)
{
text = "Skip Current Room"
};
rootVisualElement.Add(_skipCurrentRoomButton);
EditorApplication.playModeStateChanged += _ => UpdateUI();
UpdateUI();
}
private void PassToNextRoom()
{
if (EditorApplication.isPlaying)
{
Engine.DefaultEngine.HidePreviousRoom();
UpdateUI();
}
}
private void SkipCurrentRoom()
{
if (EditorApplication.isPlaying)
{
Engine.DefaultEngine.CurrentRoom.Match(some: room => room.SkipRoom());
UpdateUI();
}
}
private void UpdateUI()
{
if (EditorApplication.isPlaying)
{
if (!_registeredUpdateEvent)
{
Engine.DefaultEngine.UpdateUIEvent += UpdateUI;
_registeredUpdateEvent = true;
}
}
else
{
_registeredUpdateEvent = false;
}
_passToNextRoomButton.SetEnabled(EditorApplication.isPlaying && Engine.DefaultEngine.NumberOfRooms > 1);
_skipCurrentRoomButton.SetEnabled(EditorApplication.isPlaying && Engine.DefaultEngine.NumberOfRooms > 0);
}
}
}

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{
"name": "Engine",
"rootNamespace": "EscapeRoomEngine",
"references": [
"GUID:776d03a35f1b52c4a9aed9f56d7b4229"
],
"includePlatforms": [],
"excludePlatforms": [],
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using System;
using System.Collections.Generic;
using System.Linq;
using EscapeRoomEngine.Engine.Runtime.Modules;
using EscapeRoomEngine.Engine.Runtime.Utilities;
using NaughtyAttributes;
using UnityEngine;
using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger;
using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType;
namespace EscapeRoomEngine.Engine.Runtime
{
public class Engine : MonoBehaviour
{
public static Engine DefaultEngine
{
get
{
if (_foundEngine == null)
{
_foundEngine = FindObjectOfType<Engine>();
}
return _foundEngine;
}
}
private static Engine _foundEngine;
public delegate void UpdateUIHandler();
public event UpdateUIHandler UpdateUIEvent;
[Required] public EngineTheme theme;
public int NumberOfRooms => _rooms.Count;
public IOption<Room> CurrentRoom => NumberOfRooms > 0 ? Some<Room>.Of(_rooms[^1]) : None<Room>.New();
private readonly List<Room> _rooms = new();
private GameObject _playSpaceOrigin, _environment;
private void Start()
{
_playSpaceOrigin = new GameObject("Play Space Origin");
_playSpaceOrigin.transform.SetParent(transform);
_playSpaceOrigin.transform.localPosition = new Vector3(-theme.playSpace.x / 2f, 0, -theme.playSpace.y / 2f);
if (theme.environment)
{
_environment = Instantiate(theme.environment, _playSpaceOrigin.transform, false);
}
GenerateRoom();
}
public void GenerateRoom()
{
Logger.Log("Generating room...", LogType.RoomGeneration);
// get the last entrance from the newest room or create a spawn passage with no entrance door for where the player will start
var entrance = NumberOfRooms > 0 ? _rooms.Last().exit : new Passage(new DoorModule(null, theme.spawnDoor), true);
var room = new Room(entrance);
_rooms.Add(room);
GenerateSpace(room, entrance); // TODO: rooms with more than one space
room.InstantiateRoom(_playSpaceOrigin.transform, (_rooms.Count - 1).ToString());
UpdateUI();
}
private void GenerateSpace(Room room, Passage entrance)
{
Logger.Log("Generating space...", LogType.RoomGeneration);
// create space
var space = new Space(room, entrance);
// add exit
var exitDoor = new DoorModule(space, theme.exitDoorTypes.RandomElement());
if (!space.AddModuleWithRequirements(exitDoor))
throw new Exception("Could not satisfy requirements for exit door.");
var exit = new Passage(exitDoor);
// add puzzles
for (var i = 0; i < Utilities.Utilities.RandomInclusive(theme.puzzleCount.x, theme.puzzleCount.y); i++)
{
space.AddModuleWithRequirements(new PuzzleModule(space, theme.puzzleTypes.RandomElement()));
}
room.AddSpace(space, exit);
}
public void HidePreviousRoom()
{
if (NumberOfRooms > 1)
{
_rooms[NumberOfRooms - 2].roomObject.SetActive(false);
}
}
private void UpdateUI() => UpdateUIEvent?.Invoke();
// ReSharper disable once SuggestBaseTypeForParameter
// ReSharper disable once UnusedMember.Local
private bool IsNotEmpty(List<DoorModuleDescription> modules) => modules.Count > 0;
}
}

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using System.Collections.Generic;
using EscapeRoomEngine.Engine.Runtime.Modules;
using NaughtyAttributes;
using UnityEngine;
namespace EscapeRoomEngine.Engine.Runtime
{
[CreateAssetMenu(menuName = "Engine Theme")]
public class EngineTheme : ScriptableObject
{
#region Size
[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;
#endregion
#region Theme
[BoxGroup("Theme")] [Required]
public SpaceTile spaceTile;
[BoxGroup("Theme")]
public GameObject environment;
[BoxGroup("Theme")]
[ColorUsage(false, true)]
public Color puzzleColor, solvedColor, activeColor;
#endregion
#region Doors
[BoxGroup("Doors")] [Required]
public DoorModuleDescription spawnDoor;
[BoxGroup("Doors")] [ValidateInput("IsNotEmpty", "At least one exit door type is required")]
public List<DoorModuleDescription> exitDoorTypes;
#endregion
#region Puzzles
[BoxGroup("Puzzles")] [MinMaxSlider(0, 10)]
public Vector2Int puzzleCount;
[BoxGroup("Puzzles")]
public List<PuzzleModuleDescription> puzzleTypes;
#endregion
}
}

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using System;
using UnityEngine;
using UnityEngine.UI;
namespace EscapeRoomEngine.Engine.Runtime
{
public enum GameState
{
Stopped, Paused, Running
}
public class GameControl : MonoBehaviour
{
private const int InitialTime = 5 * 60;
[SerializeField] private Button startButton, stopButton, pauseButton, resumeButton, addMinuteButton, removeMinuteButton;
[SerializeField] private Text timeText;
[HideInInspector] public GameState gameState = GameState.Stopped;
public float TimeRemaining => _totalTime - _timeElapsed;
private float _timeElapsed, _totalTime;
private void Start()
{
SetGamemasterTimeText(_totalTime);
}
private void Update()
{
// Update time
if (gameState == GameState.Running)
{
if (Time.deltaTime <= TimeRemaining)
{
_timeElapsed += Time.deltaTime;
}
else
{
_timeElapsed = _totalTime;
StopGame();
}
SetGamemasterTimeText(TimeRemaining);
}
// Enable or disable buttons
startButton.interactable = gameState == GameState.Stopped;
stopButton.interactable = gameState != GameState.Stopped;
pauseButton.interactable = gameState == GameState.Running;
resumeButton.interactable = gameState == GameState.Paused;
addMinuteButton.interactable = gameState != GameState.Stopped;
removeMinuteButton.interactable = gameState != GameState.Stopped && TimeRemaining >= 60;
}
#region Time Controls
public void StartGame()
{
gameState = GameState.Running;
_totalTime = InitialTime;
_timeElapsed = 0;
}
public void StopGame()
{
gameState = GameState.Stopped;
}
public void PauseGame()
{
gameState = GameState.Paused;
}
public void ResumeGame()
{
gameState = GameState.Running;
}
/// <summary>
/// Change the allowed time by a specified amount of seconds.
/// </summary>
/// <param name="seconds">The amount of seconds that will be added to the time. Can be negative to remove time.</param>
public void ChangeTime(int seconds)
{
if (_totalTime + seconds >= 0)
{
_totalTime += seconds;
}
}
private void SetGamemasterTimeText(float time)
{
if (timeText != null)
{
timeText.text = TimeToText(time);
}
}
private static string TimeToText(float time)
{
var minutes = (int) (time / 60);
var seconds = (int) Math.Ceiling(time - minutes * 60);
if (seconds == 60)
{
minutes += 1;
seconds = 0;
}
return $"{minutes:D2}:{seconds:D2}";
}
#endregion
public void ExitGame()
{
StopGame();
#if UNITY_STANDALONE
Application.Quit();
#endif
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
}
}
}

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using System;
using UnityEngine;
namespace EscapeRoomEngine.Engine.Runtime.Modules
{
public enum DoorType
{
Entrance = ModuleType.DoorEntrance, Exit = ModuleType.DoorExit
}
[Serializable]
public class DoorModule : Module
{
public bool IsEntrance => IsType((ModuleType)DoorType.Entrance);
public bool IsExit => IsType((ModuleType)DoorType.Exit);
internal DoorState DoorState
{
get
{
if (State is DoorState doorState)
{
return doorState;
}
throw new Exception("DoorModule must contain a DoorState");
}
}
internal DoorModule(Space space, DoorModuleDescription description) : base(space, description)
{
srDimensions.Size = Vector2Int.one; // door always has size 1x1
}
internal override void InstantiateModule(Transform parent)
{
base.InstantiateModule(parent);
space.room.AddDoor(this);
}
public override string ToString()
{
return $"{(IsEntrance ? "Entrance" : IsExit ? "Exit" : "Unknown")} door";
}
}
}

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fileFormatVersion: 2
guid: 05af827f50ab469f952abbb62109877d
timeCreated: 1667226128

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using UnityEngine;
namespace EscapeRoomEngine.Engine.Runtime.Modules
{
[CreateAssetMenu(menuName = "Modules/Door")]
public class DoorModuleDescription : ModuleDescription
{
/// <summary>
/// The description for the door that should be connected with this one.
/// <example>If this is a teleporter entrance, the connected door should be a teleporter exit.</example>
/// </summary>
public DoorModuleDescription connectedDoorDescription;
}
}

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fileFormatVersion: 2
guid: f5c1202346c34ebc9c3f701a98b50877
timeCreated: 1667833660

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using System;
using EscapeRoomEngine.Engine.Runtime.Utilities;
using NaughtyAttributes;
namespace EscapeRoomEngine.Engine.Runtime.Modules
{
public enum DoorEventType
{
Locked, Unlocked
}
public delegate void DoorEventHandler(DoorModule source, DoorEventType e);
public class DoorState : ModuleState
{
public event DoorEventHandler DoorEvent;
private new DoorModule Module { get; set; }
public bool Unlocked
{
get => _unlocked;
private set
{
var type =
!_unlocked && value ? Some<DoorEventType>.Of(DoorEventType.Unlocked)
: _unlocked && !value ? Some<DoorEventType>.Of(DoorEventType.Locked)
: None<DoorEventType>.New();
_unlocked = value;
type.Match(some: OnDoorEvent);
}
}
private bool _unlocked;
private void OnDoorEvent(DoorEventType type)
{
Logger.Log($"{Module} has been {type}", LogType.PuzzleFlow);
DoorEvent?.Invoke(Module, type);
}
public override void SetModule(Module module)
{
if (module is DoorModule doorModule)
{
Module = doorModule;
}
else
{
throw new Exception("Tried to set wrong type of module.");
}
}
[Button(enabledMode: EButtonEnableMode.Playmode)]
internal void Unlock()
{
Unlocked = true;
}
[Button(enabledMode: EButtonEnableMode.Playmode)]
internal void Lock()
{
Unlocked = false;
}
}
}

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fileFormatVersion: 2
guid: 696181e3eda449d49d4c1c88b07d7b05
timeCreated: 1668337769

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using System;
using System.Collections.Generic;
using System.Linq;
using EscapeRoomEngine.Engine.Runtime.Utilities;
using UnityEngine;
using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger;
using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType;
using Object = UnityEngine.Object;
namespace EscapeRoomEngine.Engine.Runtime.Modules
{
public enum Orientation
{
North = 0, East = 90, South = 180, West = 270
}
public class Module
{
public static HashSet<Orientation> EveryOrientation => new(new[]
{
Orientation.North, Orientation.East, Orientation.South, Orientation.West
});
/// <summary>
/// Get the space relative (<i>SR</i>) position of this module.
/// </summary>
internal Vector2Int SrPosition => srDimensions.Position;
/// <summary>
/// Get the room relative (<i>RR</i>) position of this module.
/// </summary>
internal Vector2Int RrPosition => space.ToRoomRelative(SrPosition);
internal ModuleState State { get; private set; }
internal readonly ModuleDescription description;
internal Orientation orientation;
/// <summary>
/// The space relative (<i>SR</i>) dimensions of this module.
/// </summary>
protected Dimensions srDimensions;
protected readonly Space space;
internal Module(Space space, ModuleDescription description)
{
this.space = space;
this.description = description;
}
internal bool IsType(ModuleType type)
{
return description.types.Contains(type);
}
/// <summary>
/// Place this module with a position relative to the room.
/// </summary>
/// <param name="rrPosition">The room relative (<i>RR</i>) position of this module. Must be inside the space dimensions.</param>
/// <exception cref="Exception">If the position is not inside the space dimensions.</exception>
internal void PlaceRoomRelative(Vector2Int rrPosition) => Place(space.ToSpaceRelative(rrPosition));
/// <summary>
/// Place this module with a position relative to the space it is in.
/// </summary>
/// <param name="srPosition">The space relative (<i>SR</i>) position of this module. Must be inside the space dimensions.</param>
/// <exception cref="Exception">If the position is not inside the space dimensions.</exception>
internal void Place(Vector2Int srPosition) {
if (space != null && !srPosition.IsInsideRelative(space.rrDimensions))
{
throw new Exception($"Trying to place {this} at {srPosition}, which is outside space dimensions {space.rrDimensions}.");
}
srDimensions.Position = srPosition;
Logger.Log($"{this} has been placed at {srPosition} (SR)", LogType.ModulePlacement);
}
/// <summary>
/// Convert a position relative to this module to one relative to its space.
/// <example>The module relative position <c>(0, 1)</c> should always be in front of the module, wherever it faces.</example>
/// </summary>
/// <param name="mrPosition">The module relative (<i>MR</i>) position that should be converted to a space relative (<i>SR</i>) position.</param>
/// <returns></returns>
internal Vector2Int ToSpaceRelative(Vector2Int mrPosition)
{
return srDimensions.Position + orientation switch
{
Orientation.North => mrPosition,
Orientation.East => new Vector2Int(mrPosition.y, -mrPosition.x),
Orientation.South => -mrPosition,
Orientation.West => new Vector2Int(-mrPosition.y, mrPosition.x),
_ => throw new ArgumentOutOfRangeException()
};
}
internal virtual void InstantiateModule(Transform parent)
{
Logger.Log($"Instantiating {this}", LogType.RoomGeneration);
State = Object.Instantiate(description.modulePrefab, parent, false);
State.transform.localPosition = new Vector3(srDimensions.x + .5f, 0, srDimensions.z + .5f);
State.transform.Rotate(Vector3.up, (float)orientation);
State.name = ToString();
State.SetModule(this);
}
public override string ToString()
{
return $"Module ({string.Join(", ", description.types.ToList().ConvertAll(type => type.ToString()))})";
}
}
}

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fileFormatVersion: 2
guid: bef95c0b6e3be5847939fffa4294f99f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System.Collections.Generic;
using EscapeRoomEngine.Engine.Runtime.Requirements;
using UnityEngine;
namespace EscapeRoomEngine.Engine.Runtime.Modules
{
[CreateAssetMenu(menuName = "Modules/Generic Module")]
public class ModuleDescription : ScriptableObject
{
public List<ModuleType> types = new();
public ModuleState modulePrefab;
public List<PlacementRequirement> placementRequirements = new();
public List<OrientationRequirement> orientationRequirements = new();
}
}

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fileFormatVersion: 2
guid: abf4a405f6c64073995bded39977563e
timeCreated: 1667831630

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using UnityEngine;
namespace EscapeRoomEngine.Engine.Runtime.Modules
{
public class ModuleState : MonoBehaviour
{
public Module Module { get; protected set; }
public virtual void SetModule(Module module) => Module = module;
}
}

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fileFormatVersion: 2
guid: efdc32c450f7411385748449459a17b4
timeCreated: 1668180361

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namespace EscapeRoomEngine.Engine.Runtime.Modules
{
public enum ModuleType
{
DoorEntrance, DoorExit, // door types
Puzzle,
}
}

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fileFormatVersion: 2
guid: 602fa211234b4068bca5ff38a2f9593f
timeCreated: 1667230405

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using System;
using UnityEngine;
namespace EscapeRoomEngine.Engine.Runtime.Modules
{
public class PuzzleModule : Module
{
internal PuzzleState PuzzleState
{
get
{
if (State is PuzzleState puzzleState)
{
return puzzleState;
}
throw new Exception("PuzzleModule must contain a PuzzleState");
}
}
internal PuzzleModule(Space space, PuzzleModuleDescription description) : base(space, description)
{
srDimensions.Size = Vector2Int.one; // TODO: larger modules
}
internal override void InstantiateModule(Transform parent)
{
base.InstantiateModule(parent);
space.room.AddPuzzle(this);
}
}
}

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fileFormatVersion: 2
guid: ed86ddbc20ae479895ab3c538ea9226f
timeCreated: 1667873701

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using UnityEngine;
namespace EscapeRoomEngine.Engine.Runtime.Modules
{
[CreateAssetMenu(menuName = "Modules/Puzzle")]
public class PuzzleModuleDescription : ModuleDescription
{
}
}

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fileFormatVersion: 2
guid: f928b97941e3469a9015316bb5ac1309
timeCreated: 1667873701

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using System;
using EscapeRoomEngine.Engine.Runtime.Utilities;
using NaughtyAttributes;
using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger;
using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType;
namespace EscapeRoomEngine.Engine.Runtime.Modules
{
public enum PuzzleEventType
{
Restarted, Solved, WrongInput
}
public static class PuzzleEventExtensions
{
public static string Description(this PuzzleEventType type, PuzzleModule module)
{
return type switch
{
PuzzleEventType.Restarted => $"{module} has been restarted",
PuzzleEventType.Solved => $"{module} has been solved",
PuzzleEventType.WrongInput => $"Wrong input for {module}",
_ => throw new ArgumentOutOfRangeException(nameof(type), type, null)
};
}
}
public delegate void PuzzleEventHandler(PuzzleModule source, PuzzleEventType e);
public class PuzzleState : ModuleState
{
public event PuzzleEventHandler PuzzleEvent;
public EngineTheme theme;
private new PuzzleModule Module { get; set; }
public bool Solved
{
get => _solved;
private set
{
var type =
!_solved && value ? Some<PuzzleEventType>.Of(PuzzleEventType.Solved)
: _solved && !value ? Some<PuzzleEventType>.Of(PuzzleEventType.Restarted)
: None<PuzzleEventType>.New();
_solved = value;
type.Match(some: OnPuzzleEvent);
}
}
private bool _solved;
private void OnPuzzleEvent(PuzzleEventType type)
{
Logger.Log(type.Description(Module), LogType.PuzzleFlow);
PuzzleEvent?.Invoke(Module, type);
}
public override void SetModule(Module module)
{
if (module is PuzzleModule puzzleModule)
{
Module = puzzleModule;
}
else
{
throw new Exception("Tried to set wrong type of module.");
}
}
[Button(enabledMode: EButtonEnableMode.Playmode)]
public void Solve()
{
Solved = true;
}
[Button(enabledMode: EButtonEnableMode.Playmode)]
public void Restart()
{
Solved = false;
}
[Button("Trigger Wrong Input", EButtonEnableMode.Playmode)]
public void WrongInput()
{
if (!Solved)
{
OnPuzzleEvent(PuzzleEventType.WrongInput);
}
}
}
}

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fileFormatVersion: 2
guid: 265ea1efb38042b282ea67c50ac3e878
timeCreated: 1668180832

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using EscapeRoomEngine.Engine.Runtime.Modules;
using UnityEngine;
using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger;
using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType;
namespace EscapeRoomEngine.Engine.Runtime
{
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, bool spawnPassage = false)
{
if (spawnPassage)
{
fromOut = from;
rrPosition = Vector2Int.zero;
}
else
{
ConnectFrom(from);
}
}
internal void ConnectFrom(DoorModule door)
{
fromOut = door;
rrPosition = fromOut.RrPosition;
Logger.Log($"Connected passage from {door} at {rrPosition} (RR)", LogType.PassageConnection);
}
internal void ConnectTo(DoorModule door)
{
toIn = door;
// to make sure the origin of the player doesn't move, the two doors must be placed in the same location in the same orientation
toIn.PlaceRoomRelative(rrPosition);
toIn.orientation = fromOut.orientation;
Logger.Log($"Connected passage to {door} at {rrPosition} (RR)", LogType.PassageConnection);
}
}
}

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fileFormatVersion: 2
guid: 58b4bdd93b9843a29cf03b304553ad10
timeCreated: 1667222752

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fileFormatVersion: 2
guid: 629d8948cbb04005b050a6aa1e66c0f4
timeCreated: 1667874124

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using System.Collections.Generic;
using EscapeRoomEngine.Engine.Runtime.Modules;
using UnityEngine;
namespace EscapeRoomEngine.Engine.Runtime.Requirements
{
[CreateAssetMenu(menuName = "Requirements/Face Space Center")]
public class FaceSpaceCenter : OrientationRequirement
{
protected override IEnumerable<Orientation> GenerateCandidates(Module module, Space space)
{
var orientation = new HashSet<Orientation>(1);
float width = space.rrDimensions.width;
float length = space.rrDimensions.length;
var xRel = module.SrPosition.x / (width - 1);
var zRel = module.SrPosition.y / (length - 1);
if (zRel > xRel)
{
orientation.Add(zRel > 1 - xRel ? Orientation.South : Orientation.East);
}
else
{
orientation.Add(zRel > 1 - xRel ? Orientation.West : Orientation.North);
}
return orientation;
}
}
}

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fileFormatVersion: 2
guid: 872da92bb04647e3bd6e741e6bb0a976
timeCreated: 1667878978

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using System.Collections.Generic;
using EscapeRoomEngine.Engine.Runtime.Modules;
using NaughtyAttributes;
using UnityEngine;
namespace EscapeRoomEngine.Engine.Runtime.Requirements
{
[CreateAssetMenu(menuName = "Requirements/No Overlap")]
public class NoOverlap : PlacementRequirement
{
[InfoBox("A module relative position will be oriented with the module (e.g. (0, 1) is always in front of the module).")]
[Label("Reserved Positions (Module Relative)")]
public List<Vector2Int> mrReservedPositions;
protected override IEnumerable<Vector2Int> GenerateCandidates(Module module, Space space)
{
var candidates = space.rrDimensions.EveryPosition;
space.Modules.ForEach(m =>
{
candidates.Remove(m.SrPosition);
m.description.placementRequirements
.FindAll(r => r is NoOverlap)
.ForEach(r => ((NoOverlap)r).mrReservedPositions
.ForEach(p => candidates.Remove(m.ToSpaceRelative(p))));
});
return candidates;
}
}
}

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fileFormatVersion: 2
guid: 58ae9c09c887475d833d2cd4ee4ccffb
timeCreated: 1667881856

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using System.Collections.Generic;
using System.Linq;
using EscapeRoomEngine.Engine.Runtime.Modules;
using EscapeRoomEngine.Engine.Runtime.Utilities;
namespace EscapeRoomEngine.Engine.Runtime.Requirements
{
public abstract class OrientationRequirement : Requirement<Orientation>
{
protected abstract override IEnumerable<Orientation> GenerateCandidates(Module module, Space space);
public static bool TryOrienting(Module module, Space space)
{
var orientationCandidates = Candidates(
Module.EveryOrientation,
module.description.orientationRequirements,
module, space);
Logger.Log($"orientation candidates: {string.Join(",", orientationCandidates.ToList().ConvertAll(c => c.ToString()))}", LogType.RequirementResolution);
if (orientationCandidates.Count > 0)
{
module.orientation = orientationCandidates.RandomElement();
return true;
}
// ReSharper disable once RedundantIfElseBlock
else
{
Logger.Log("Could not find suitable orientation for module", LogType.ModulePlacement);
return false;
}
}
}
}

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