本文整理汇总了C#中Dungeon.Generate方法的典型用法代码示例。如果您正苦于以下问题:C# Dungeon.Generate方法的具体用法?C# Dungeon.Generate怎么用?C# Dungeon.Generate使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Dungeon
的用法示例。
在下文中一共展示了Dungeon.Generate方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Generate
public void Generate()
{
Dungeon dungeon = new Dungeon ();
dungeon.min_size = minRoomSize;
dungeon.max_size = maxRoomSize;
dungeon.minimumRoomCount = minimumRoomCount;
dungeon.maximumRoomCount = maximumRoomCount;
dungeon.roomMargin = roomMargin;
dungeon.prune = pruneCollidingRooms;
dungeon.Generate ();
for (var y = 0; y < Dungeon.map_size; y++) {
for (var x = 0; x < Dungeon.map_size; x++) {
int tile = Dungeon.map [x, y].type;
GameObject created_tile;
Vector3 tile_location;
tile_location = new Vector3 (x * tileScaling, y * tileScaling, 0);
created_tile = null;
if (tile == 1) {
created_tile = GameObject.Instantiate (floorPrefab, tile_location, Quaternion.identity) as GameObject;
}
if (tile == 2) {
created_tile = GameObject.Instantiate (wallPrefab, tile_location, Quaternion.identity) as GameObject;
}
if (tile == 3) {
created_tile = GameObject.Instantiate (floorPrefab, tile_location, Quaternion.identity) as GameObject;
}
if (Dungeon.corners.Contains(tile)) {
if(cornerPrefab){
created_tile = GameObject.Instantiate (cornerPrefab, tile_location, Quaternion.identity) as GameObject;
if(cornerRotation) {
created_tile.transform.Rotate(Vector3.forward * (-90 * (tile -4)));
}
}
else {
created_tile = GameObject.Instantiate (wallPrefab, tile_location, Quaternion.identity) as GameObject;
}
}
if (created_tile) {
created_tile.transform.parent = transform;
}
}
}
GameObject end_point = GameObject.Instantiate (exitPrefab, new Vector3 (Dungeon.goalRoom.x * tileScaling, Dungeon.goalRoom.y * tileScaling, 0), Quaternion.identity) as GameObject;
GameObject start_point = GameObject.Instantiate (startPrefab, new Vector3 (Dungeon.startRoom.x * tileScaling, Dungeon.startRoom.y * tileScaling, 0), Quaternion.identity) as GameObject;
end_point.transform.parent = transform;
start_point.transform.parent = transform;
//Spawn Objects;
List<SpawnList> spawnedObjectLocations = new List<SpawnList> ();
//OTHERS
for (int x = 0; x < Dungeon.map_size; x++) {
for (int y = 0; y < Dungeon.map_size; y++) {
if (Dungeon.map [x, y].type == 1 && ((Dungeon.startRoom != Dungeon.map [x, y].room && Dungeon.goalRoom != Dungeon.map [x, y].room) || maximumRoomCount <= 3)) {
var location = new SpawnList ();
location.x = x;
location.y = y;
if (Dungeon.map [x + 1, y].type == 2 || Dungeon.map [x - 1, y].type == 2 || Dungeon.map [x, y + 1].type == 2 || Dungeon.map [x, y - 1].type == 2) {
location.byWall = true;
}
if (Dungeon.map [x + 1, y].type == 3 || Dungeon.map [x - 1, y].type == 3 || Dungeon.map [x, y + 1].type == 3 || Dungeon.map [x, y - 1].type == 3) {
location.byCorridor = true;
}
if (Dungeon.map [x + 1, y + 1].type == 3 || Dungeon.map [x - 1, y - 1].type == 3 || Dungeon.map [x - 1, y + 1].type == 3 || Dungeon.map [x + 1, y - 1].type == 3) {
location.byCorridor = true;
}
spawnedObjectLocations.Add (location);
}
else if (Dungeon.map[x, y].type == 3) {
var location = new SpawnList ();
location.x = x;
location.y = y;
if ( (Dungeon.map [x + 1, y].type == 1 || Dungeon.map [x - 1, y].type == 1 || Dungeon.map [x, y + 1].type == 1 || Dungeon.map [x, y - 1].type == 1)
&& ( (Dungeon.map [x + 1, y].type == 2 && Dungeon.map [x - 1, y].type == 2) || (Dungeon.map [x, y + 1].type == 2 && Dungeon.map [x, y - 1].type == 2) ) ) {
location.byCorridor = true;
location.asDoor = true;
spawnedObjectLocations.Add (location);
}
}
}
}
for (int i = 0; i < spawnedObjectLocations.Count; i++) {
SpawnList temp = spawnedObjectLocations [i];
int randomIndex = Random.Range (i, spawnedObjectLocations.Count);
spawnedObjectLocations [i] = spawnedObjectLocations [randomIndex];
spawnedObjectLocations [randomIndex] = temp;
}
int objectCountToSpawn = 0;
//.........这里部分代码省略.........