improve room generation

This commit is contained in:
2022-11-01 18:02:00 +01:00
parent 484244c249
commit bce88d0504
8 changed files with 63 additions and 40 deletions

View File

@@ -1,6 +1,6 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Escape_Room_Engine.Engine.Scripts
{
@@ -10,9 +10,21 @@ namespace Escape_Room_Engine.Engine.Scripts
public Material roomMaterial;
[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 int NumberOfRooms => _rooms.Count;
private List<Room> _rooms = new(1);
private readonly List<Room> _rooms = new(1);
private GameObject _playSpaceOrigin;
private void Start()
{
_playSpaceOrigin = new GameObject("Play Space Origin");
_playSpaceOrigin.transform.SetParent(transform);
_playSpaceOrigin.transform.localPosition = new Vector3(-playSpace.x / 2f, 0, -playSpace.y / 2f);
}
public void GenerateRoom()
{
@@ -23,17 +35,25 @@ namespace Escape_Room_Engine.Engine.Scripts
_rooms.Add(room);
GenerateSpace(room, entrance); // TODO: rooms with more than one space
room.InstantiateRoom(transform, (_rooms.Count - 1).ToString());
room.InstantiateRoom(_playSpaceOrigin.transform, (_rooms.Count - 1).ToString());
}
void GenerateSpace(Room room, Passage from)
private void GenerateSpace(Room room, Passage from)
{
var exit = new Passage();
var size = new SpaceSize(Random.Range(2, 6), Random.Range(2, 6)); // TODO: no hardcoded space size
var space = new Space(size, from, exit);
var space = new Space(GenerateSpaceDimensions(), from, exit);
room.AddSpace(space, exit);
}
private Dimensions GenerateSpaceDimensions()
{
var xMin = Random.Range(0, playSpace.x - minRoomSize.x + 1);
var xMax = Random.Range(xMin + minRoomSize.x, playSpace.x + 1);
var yMin = Random.Range(0, playSpace.y - minRoomSize.y + 1);
var yMax = Random.Range(yMin + minRoomSize.y, playSpace.y + 1);
return new Dimensions(xMax - xMin, yMax - yMin, xMin, yMin);
}
/// <summary>
/// Dispose of the oldest room to save resources.
/// </summary>