Files
modular-vr/Assets/Escape Room Engine/Engine/Scripts/Engine.cs

115 lines
3.9 KiB
C#

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<Engine>();
}
return _foundEngine;
}
}
private static Engine _foundEngine;
[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;
[BoxGroup("Doors")]
[Required]
public DoorModuleDescription spawnDoor;
[BoxGroup("Doors")]
[ValidateInput("IsNotEmpty", "At least one exit door type is required")]
public List<DoorModuleDescription> exitDoorTypes;
[BoxGroup("Puzzles")]
[MinMaxSlider(0, 10)] public Vector2Int puzzleCount;
[BoxGroup("Puzzles")]
public List<PuzzleModuleDescription> puzzleTypes;
public Material roomMaterial;
public ModuleDescription genericModule;
private int NumberOfRooms => _rooms.Count;
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()
{
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, 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, 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(puzzleCount.x, puzzleCount.y); i++)
{
space.AddModuleWithRequirements(new PuzzleModule(space, 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<DoorModuleDescription> modules) => modules.Count > 0;
}
}