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C# Room.addMonsters方法代码示例

本文整理汇总了C#中Room.addMonsters方法的典型用法代码示例。如果您正苦于以下问题:C# Room.addMonsters方法的具体用法?C# Room.addMonsters怎么用?C# Room.addMonsters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Room的用法示例。


在下文中一共展示了Room.addMonsters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: createAreaConnections

    protected void createAreaConnections()
    {
        if (_startArea == null || !_areaRooms.ContainsKey(_startArea))
            throw new UnityException("No start area!");
        _startRoom = _areaRooms[_startArea];
        // Create a grid of rooms to organize everything
        Room[,] roomGrid = new Room[MAX_MAP_SIZE, MAX_MAP_SIZE];
        // Also keep a record of area positions in the grid
        Dictionary<string, Vector2> areaPositions = new Dictionary<string, Vector2>();

        // Place the start room in the center of the grid
        roomGrid[MAX_MAP_SIZE/2, MAX_MAP_SIZE/2] = _startRoom;
        areaPositions[_startArea] = new Vector2((int)(MAX_MAP_SIZE/2), (int)(MAX_MAP_SIZE)/2);

        // Branch off from the rooms one by one
        Queue<string> agenda = new Queue<string>();
        agenda.Enqueue(_startArea);

        while (agenda.Count > 0) {
            string areaName = agenda.Dequeue();
            Vector2 areaPosition = areaPositions[areaName];
            Room areaRoom = _areaRooms[areaName];
            if (!_areaConnections.ContainsKey(areaName))
                continue;
            foreach (string neighbor in _areaConnections[areaName]) {
                // Create a connection to this area

                // Decide how many filler rooms we'll make
                int numFillerRooms = Random.Range(MIN_FILLER_ROOMS, MAX_FILLER_ROOMS+1);

                Room currentRoom = areaRoom;
                Vector2 currentPos = areaPosition;
                uint dir;
                for (int i = 0; i < numFillerRooms; i++) {
                    // Choose a direction to expand
                    dir = expandRoom(currentRoom, currentPos, roomGrid);
                    Vector2 newRoomPos = pointFromDir(dir, currentPos);
                    Room newRoom = new Room();
                    newRoom.floorTilesName = currentRoom.floorTilesName;
                    // Connect our rooms
                    currentRoom.makeSpatialConnection(dir, newRoom);
                    newRoom.makeSpatialConnection(oppositeDir(dir), currentRoom);
                    // Add some goblins to the room
                    newRoom.addMonsters();
                    // Update the grid
                    roomGrid[(int)newRoomPos.x, (int)newRoomPos.y] = newRoom;

                    currentRoom = newRoom;
                    currentPos = newRoomPos;
                }
                // Finally, create the neighboring room at the next location.
                Room neighborRoom = _areaRooms[neighbor];
                dir = expandRoom(currentRoom, currentPos, roomGrid);
                Vector2 neighborPos = pointFromDir(dir, currentPos);
                currentRoom.makeSpatialConnection(dir, neighborRoom);
                neighborRoom.makeSpatialConnection(oppositeDir(dir), currentRoom);
                roomGrid[(int)neighborPos.x, (int)neighborPos.y] = neighborRoom;
                areaPositions[neighbor] = neighborPos;
                agenda.Enqueue(neighbor);
            }
            // Now, the locked doors
            foreach (AreaConnectionRelationship lockedRel in _lockedAreaConnections[areaName]) {
                string neighbor = lockedRel.secondAreaName;
                // Spawn a lock
                SpawnedPuzzleItem lockedDoor = spawnLockedDoor();
                // Add the locked door relationship to our map
                // Figure out what our actual key name is
                string keyName = lockedRel.keyName;
                DBItem dbKey = Database.Instance.getItem(keyName);
                if (dbKey.propertyExists("keyname"))
                    keyName = dbKey.getProperty("keyname") as string;
                _itemNames.Add(keyName);

                if (!_relationshipMap.ContainsKey(keyName))
                    _relationshipMap[keyName] = new Dictionary<string, IRelationship>();
                _relationshipMap[keyName][lockedDoor.itemName] = lockedRel;
                if (!_relationshipMap.ContainsKey(lockedDoor.itemName))
                    _relationshipMap[lockedDoor.itemName] = new Dictionary<string, IRelationship>();
                _relationshipMap[lockedDoor.itemName][keyName] = lockedRel;
                // Decide how many filler rooms we'll make
                int numFillerRooms = Random.Range(MIN_FILLER_ROOMS, MAX_FILLER_ROOMS+1);

                Room currentRoom = areaRoom;
                Vector2 currentPos = areaPosition;
                uint dir;
                for (int i = 0; i < numFillerRooms; i++) {
                    // Choose a direction to expand
                    dir = expandRoom(currentRoom, currentPos, roomGrid);
                    Vector2 newRoomPos = pointFromDir(dir, currentPos);
                    Room newRoom = new Room();
                    newRoom.floorTilesName = currentRoom.floorTilesName;
                    // Connect our rooms
                    if (i == 0) {
                        int doorIndex = currentRoom.makeLockedConnection(dir, newRoom, lockedDoor);
                        newRoom.makeLockedConnection(oppositeDir(dir), currentRoom, doorIndex);
                    }
                    else {
                        currentRoom.makeSpatialConnection(dir, newRoom);
                        newRoom.makeSpatialConnection(oppositeDir(dir), currentRoom);
                    }
//.........这里部分代码省略.........
开发者ID:alect,项目名称:Puzzledice,代码行数:101,代码来源:ProcGame.cs


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