generic doors
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@@ -1,6 +1,8 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Escape_Room_Engine.Engine.Scripts.Modules;
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using Escape_Room_Engine.Engine.Scripts.Utilities;
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using UnityEngine;
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using Logger = Escape_Room_Engine.Engine.Scripts.Utilities.Logger;
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using LogType = Escape_Room_Engine.Engine.Scripts.Utilities.LogType;
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@@ -27,6 +29,9 @@ namespace Escape_Room_Engine.Engine.Scripts
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[Tooltip("The minimum size that should be allowed for rooms.")] public Vector2Int minRoomSize;
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[Tooltip("The size of the physical play space available to the engine.")] public Vector2Int playSpace;
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public ModuleDescription genericModule;
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public DoorModuleDescription spawnDoor;
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public List<DoorModuleDescription> exitDoorTypes;
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private int NumberOfRooms => _rooms.Count;
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@@ -45,12 +50,13 @@ 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[0].exit : new SpawnPassage();
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var entrance = NumberOfRooms > 0 ? _rooms.Last().exit : new Passage(new DoorModule(null, spawnDoor), true);
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var room = new Room(entrance);
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_rooms.Add(room);
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GenerateSpace(room, entrance); // TODO: rooms with more than one space
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room.InstantiateRoom(_playSpaceOrigin.transform, (_rooms.Count - 1).ToString());
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}
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@@ -63,7 +69,7 @@ namespace Escape_Room_Engine.Engine.Scripts
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var space = new Space(rrDimensions, entrance);
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// add exit
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var exitDoor = new DoorModule(DoorType.Exit, space);
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var exitDoor = new DoorModule(space, exitDoorTypes.RandomElement());
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exitDoor.Place(new Vector2Int(
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Random.Range(0, rrDimensions.width),
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Random.Range(0, rrDimensions.length)
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@@ -86,7 +92,7 @@ namespace Escape_Room_Engine.Engine.Scripts
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Math.Min(entranceRrPosition.x, playSpace.x - minRoomSize.x)
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);
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var xMax = Utilities.Utilities.RandomInclusive(
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Math.Max(entranceRrPosition.x, xMin + minRoomSize.x),
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Math.Max(entranceRrPosition.x + 1, xMin + minRoomSize.x),
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playSpace.x
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);
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var zMin = Utilities.Utilities.RandomInclusive(
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@@ -94,13 +100,13 @@ namespace Escape_Room_Engine.Engine.Scripts
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Math.Min(entranceRrPosition.y, playSpace.y - minRoomSize.y)
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);
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var zMax = Utilities.Utilities.RandomInclusive(
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Math.Max(entranceRrPosition.y, zMin + minRoomSize.y),
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Math.Max(entranceRrPosition.y + 1, zMin + minRoomSize.y),
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playSpace.y
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);
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var dimensions = new Dimensions(xMax - xMin, zMax - zMin, xMin, zMin);
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Logger.Log($"Generated space dimensions {dimensions}", LogType.RoomGeneration);
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Logger.Log($"Generated space dimensions {dimensions} from entrance position {entranceRrPosition}", LogType.RoomGeneration);
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return dimensions;
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}
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@@ -112,17 +118,5 @@ namespace Escape_Room_Engine.Engine.Scripts
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_rooms[NumberOfRooms - 1].roomObject.SetActive(false);
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}
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}
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/// <summary>
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/// Dispose of the oldest room to save resources.
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/// </summary>
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public void DisposeOldestRoom()
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{
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if (NumberOfRooms > 0)
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{
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_rooms[NumberOfRooms - 1].Destroy();
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_rooms.RemoveAt(NumberOfRooms - 1);
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}
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}
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}
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}
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@@ -1,4 +1,5 @@
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using UnityEngine;
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using System;
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using UnityEngine;
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namespace Escape_Room_Engine.Engine.Scripts.Modules
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{
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@@ -7,14 +8,15 @@ namespace Escape_Room_Engine.Engine.Scripts.Modules
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Entrance = ModuleType.DoorEntrance, Exit = ModuleType.DoorExit
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}
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[Serializable]
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public class DoorModule : Module
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{
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public bool IsEntrance => IsType((ModuleType)DoorType.Entrance);
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public bool IsExit => IsType((ModuleType)DoorType.Exit);
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internal DoorModule(DoorType type, Space space) : base(space)
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internal DoorModule(Space space, DoorModuleDescription description) : base(space, description)
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{
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types.Add((ModuleType)type);
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_description.types.Add((ModuleType)description.doorType);
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srDimensions.Size = Vector2Int.one; // door always has size 1x1
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}
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@@ -0,0 +1,15 @@
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using UnityEngine;
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namespace Escape_Room_Engine.Engine.Scripts.Modules
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{
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[CreateAssetMenu(menuName = "Door Module")]
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public class DoorModuleDescription : ModuleDescription
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{
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public DoorType doorType;
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/// <summary>
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/// The description for the door that should be connected with this one.
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/// <example>If this is a teleporter entrance, the connected door should be a teleporter exit.</example>
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/// </summary>
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public DoorModuleDescription connectedDoorDescription;
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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: f5c1202346c34ebc9c3f701a98b50877
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timeCreated: 1667833660
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@@ -1,9 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Escape_Room_Engine.Engine.Scripts.Utilities;
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using UnityEngine;
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using Logger = Escape_Room_Engine.Engine.Scripts.Utilities.Logger;
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using LogType = Escape_Room_Engine.Engine.Scripts.Utilities.LogType;
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using Object = UnityEngine.Object;
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namespace Escape_Room_Engine.Engine.Scripts.Modules
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{
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@@ -16,43 +17,43 @@ namespace Escape_Room_Engine.Engine.Scripts.Modules
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/// <summary>
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/// Get the room relative (<i>RR</i>) position of this module.
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/// </summary>
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internal Vector2Int RrPosition => space.ToRoomRelative(SrPosition);
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internal Vector2Int RrPosition => _space.ToRoomRelative(SrPosition);
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internal readonly Space space;
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internal readonly ModuleDescription _description;
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protected GameObject _moduleObject;
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protected readonly List<ModuleType> types = new();
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/// <summary>
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/// The space relative (<i>SR</i>) dimensions of this module.
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/// </summary>
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protected Dimensions srDimensions;
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internal Module(Space space)
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private readonly Space _space;
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internal Module(Space space, ModuleDescription description)
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{
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this.space = space;
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_space = space;
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_description = description;
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}
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internal bool IsType(ModuleType type)
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{
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return types.Contains(type);
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return _description.types.Contains(type);
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}
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/// <summary>
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/// Place this module with a position relative to the room.
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/// </summary>
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/// <param name="rrPosition">The room relative (<i>RR</i>) position of this module. Must be inside the space dimensions.</param>
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/// <exception cref="Exception">If the position is not inside the space dimensions.</exception>
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internal void PlaceRoomRelative(Vector2Int rrPosition) => Place(space.ToSpaceRelative(rrPosition));
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internal void PlaceRoomRelative(Vector2Int rrPosition) => Place(_space.ToSpaceRelative(rrPosition));
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/// <summary>
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/// Place this module with a position relative to the space it is in.
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/// </summary>
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/// <param name="srPosition">The space relative (<i>SR</i>) position of this module. Must be inside the space dimensions.</param>
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/// <exception cref="Exception">If the position is not inside the space dimensions.</exception>
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internal void Place(Vector2Int srPosition) {
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if (space != null && !srPosition.IsInsideRelative(space.rrDimensions))
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if (_space != null && !srPosition.IsInsideRelative(_space.rrDimensions))
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{
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throw new Exception($"Trying to place {this} at {srPosition}, which is outside space dimensions {space.rrDimensions}.");
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throw new Exception($"Trying to place {this} at {srPosition}, which is outside space dimensions {_space.rrDimensions}.");
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}
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srDimensions.Position = srPosition;
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@@ -60,9 +61,18 @@ namespace Escape_Room_Engine.Engine.Scripts.Modules
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Logger.Log($"{this} has been placed at {srPosition} (SR)", LogType.ModulePlacement);
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}
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internal void InstantiateModule(Transform parent)
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{
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_moduleObject = new GameObject(ToString());
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_moduleObject.transform.SetParent(parent, false);
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_moduleObject.transform.localPosition = new Vector3(srDimensions.x, 0, srDimensions.z);
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Object.Instantiate(_description.modulePrefab, _moduleObject.transform, false);
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}
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public override string ToString()
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{
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return $"Module ({string.Join(',', types.ConvertAll(type => type.ToString()))})";
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return $"Module ({string.Join(',', _description.types.ToList().ConvertAll(type => type.ToString()))})";
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}
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}
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}
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@@ -0,0 +1,12 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace Escape_Room_Engine.Engine.Scripts.Modules
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{
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[CreateAssetMenu(menuName = "Generic Module")]
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public class ModuleDescription : ScriptableObject
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{
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public readonly HashSet<ModuleType> types = new();
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public GameObject modulePrefab;
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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: abf4a405f6c64073995bded39977563e
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timeCreated: 1667831630
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@@ -1,5 +1,4 @@
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using System;
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using Escape_Room_Engine.Engine.Scripts.Modules;
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using Escape_Room_Engine.Engine.Scripts.Modules;
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using UnityEngine;
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using Logger = Escape_Room_Engine.Engine.Scripts.Utilities.Logger;
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using LogType = Escape_Room_Engine.Engine.Scripts.Utilities.LogType;
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@@ -14,34 +13,35 @@ namespace Escape_Room_Engine.Engine.Scripts
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/// </summary>
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internal Vector2Int rrPosition;
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internal Passage(DoorModule from)
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internal Passage(DoorModule from, bool spawnPassage = false)
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{
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ConnectFrom(from);
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if (spawnPassage)
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{
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fromOut = from;
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rrPosition = Vector2Int.zero;
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}
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else
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{
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ConnectFrom(from);
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}
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}
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protected Passage() {}
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internal void ConnectFrom(DoorModule door)
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{
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fromOut = door;
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rrPosition = fromOut.RrPosition;
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Logger.Log($"Connected passage from {door} at {rrPosition} (RR).", LogType.PassageConnection);
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Logger.Log($"Connected passage from {door} at {rrPosition} (RR)", LogType.PassageConnection);
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}
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internal virtual void ConnectTo(DoorModule door)
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internal void ConnectTo(DoorModule door)
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{
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if (fromOut == null)
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{
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throw new Exception("Cannot connect passage to entrance if it hasn't been connected to an exit first.");
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}
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toIn = door;
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// to make sure the origin of the player doesn't move, the two doors must be placed in the same location
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toIn.PlaceRoomRelative(rrPosition);
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Logger.Log($"Connected passage to {door} at {rrPosition} (RR).", LogType.PassageConnection);
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Logger.Log($"Connected passage to {door} at {rrPosition} (RR)", LogType.PassageConnection);
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}
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}
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}
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@@ -19,7 +19,8 @@ namespace Escape_Room_Engine.Engine.Scripts
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this.rrDimensions = rrDimensions;
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// connect the space to its passage
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entrance.ConnectTo(new DoorModule(DoorType.Entrance, this));
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entrance.ConnectTo(new DoorModule(this,
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((DoorModuleDescription)entrance.fromOut._description).connectedDoorDescription));
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AddModule(entrance.toIn);
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}
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@@ -39,6 +40,9 @@ namespace Escape_Room_Engine.Engine.Scripts
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var meshRenderer = _spaceObject.GetComponent<MeshRenderer>();
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meshRenderer.material = Engine.DefaultEngine.roomMaterial;
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// instantiate all modules inside this space
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_modules.ForEach(module => module.InstantiateModule(_spaceObject.transform));
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}
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/// <summary>
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@@ -1,23 +0,0 @@
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using Escape_Room_Engine.Engine.Scripts.Modules;
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using UnityEngine;
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namespace Escape_Room_Engine.Engine.Scripts
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{
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/// <summary>
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/// A SpawnPassage is a type of passage used solely for entering the very fist space. It always places the entrance door at (0, 0).
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/// </summary>
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public class SpawnPassage : Passage
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{
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internal SpawnPassage() {}
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internal override void ConnectTo(DoorModule door)
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{
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// this door module does not really exist, but is required since a passage must include an entry
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// it also defines, where the exit will be placed (in this case always at the play space origin)
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fromOut = new DoorModule(DoorType.Exit, null);
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fromOut.Place(new Vector2Int(0, 0));
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base.ConnectTo(door);
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}
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}
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}
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@@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: 0a168ccfeb4e46b9a2c04442afef6c4c
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timeCreated: 1667813431
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@@ -1,12 +1,11 @@
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Escape_Room_Engine.Engine.Scripts.Utilities
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{
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public static class Utilities
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{
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#region Math
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public static int RandomInclusive(int from, int to) => Random.Range(from, to + 1);
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/// <summary>
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/// Returns whether a position relative to some dimensions is inside those dimensions.
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@@ -19,5 +18,13 @@ namespace Escape_Room_Engine.Engine.Scripts.Utilities
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}
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#endregion
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#region Randomness
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public static int RandomInclusive(int from, int to) => Random.Range(from, to + 1);
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public static T RandomElement<T>(this List<T> list) => list[Random.Range(0, list.Count)];
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#endregion
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}
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}
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