using System; 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; namespace Escape_Room_Engine.Engine.Scripts { public class Engine : MonoBehaviour { public static Engine DefaultEngine { get { if (_foundEngine == null) { _foundEngine = FindObjectOfType(); } return _foundEngine; } } private static Engine _foundEngine; [Required] public EngineConfiguration config; public Material roomMaterial; private int NumberOfRooms => _rooms.Count; private readonly List _rooms = new(1); private GameObject _playSpaceOrigin; private void Start() { _playSpaceOrigin = new GameObject("Play Space Origin"); _playSpaceOrigin.transform.SetParent(transform); _playSpaceOrigin.transform.localPosition = new Vector3(-config.playSpace.x / 2f, 0, -config.playSpace.y / 2f); } 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, config.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()); } private void GenerateSpace(Room room, Passage entrance) { Logger.Log("Generating space...", LogType.RoomGeneration); // create space var space = new Space(entrance); // add exit var exitDoor = new DoorModule(space, config.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(config.puzzleCount.x, config.puzzleCount.y); i++) { space.AddModuleWithRequirements(new PuzzleModule(space, config.puzzleTypes.RandomElement())); } room.AddSpace(space, exit); } public void HideOldestRoom() { if (NumberOfRooms > 0) { _rooms[NumberOfRooms - 1].roomObject.SetActive(false); } } // ReSharper disable once SuggestBaseTypeForParameter // ReSharper disable once UnusedMember.Local private bool IsNotEmpty(List modules) => modules.Count > 0; } }