Files
modular-vr/Assets/Escape Room Engine/Engine/Scripts/Engine.cs
2022-11-01 18:02:00 +01:00

70 lines
2.5 KiB
C#

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<Engine>();
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<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()
{
// 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);
}
/// <summary>
/// Dispose of the oldest room to save resources.
/// </summary>
public void DisposeOldestRoom()
{
if (NumberOfRooms > 0)
{
_rooms[NumberOfRooms - 1].Destroy();
_rooms.RemoveAt(NumberOfRooms - 1);
}
}
}
}