using System.Collections.Generic; using UnityEngine; using Random = UnityEngine.Random; namespace Escape_Room_Engine.Engine.Scripts { public class Engine : MonoBehaviour { public static Engine DefaultEngine => FindObjectOfType(); 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 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(-playSpace.x / 2f, 0, -playSpace.y / 2f); } public void GenerateRoom() { // 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[0].exit : new Passage(); 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 from) { var exit = new Passage(); 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); } /// /// Dispose of the oldest room to save resources. /// public void DisposeOldestRoom() { if (NumberOfRooms > 0) { _rooms[NumberOfRooms - 1].Destroy(); _rooms.RemoveAt(NumberOfRooms - 1); } } } }