70 lines
2.5 KiB
C#
70 lines
2.5 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Escape_Room_Engine.Engine.Scripts
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{
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public class Engine : MonoBehaviour
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{
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public static Engine DefaultEngine => FindObjectOfType<Engine>();
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public Material roomMaterial;
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[Tooltip("The minimum size that should be allowed for rooms.")]
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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 int NumberOfRooms => _rooms.Count;
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private readonly List<Room> _rooms = new(1);
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private GameObject _playSpaceOrigin;
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private void Start()
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{
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_playSpaceOrigin = new GameObject("Play Space Origin");
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_playSpaceOrigin.transform.SetParent(transform);
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_playSpaceOrigin.transform.localPosition = new Vector3(-playSpace.x / 2f, 0, -playSpace.y / 2f);
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}
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public void GenerateRoom()
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{
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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 Passage();
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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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private void GenerateSpace(Room room, Passage from)
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{
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var exit = new Passage();
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var space = new Space(GenerateSpaceDimensions(), from, exit);
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room.AddSpace(space, exit);
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}
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private Dimensions GenerateSpaceDimensions()
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{
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var xMin = Random.Range(0, playSpace.x - minRoomSize.x + 1);
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var xMax = Random.Range(xMin + minRoomSize.x, playSpace.x + 1);
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var yMin = Random.Range(0, playSpace.y - minRoomSize.y + 1);
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var yMax = Random.Range(yMin + minRoomSize.y, playSpace.y + 1);
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return new Dimensions(xMax - xMin, yMax - yMin, xMin, yMin);
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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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