UNFINISHED Implemented procedural dice generation. Way too hard
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43 changed files with 13909 additions and 57 deletions
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@ -28,12 +28,14 @@ namespace DungeonGenerator
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GameObject bossRoomGO = PrefabUtility.InstantiatePrefab(bossRoomPrefab, gameObject.transform) as GameObject;
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bossRoomGO.transform.position = ConvertToUnityPosition(map.GetBossRoom().GetCenterOfRoom(), map.Width, map.Height);
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AddLockToRoomObject(bossRoomGO, map.GetBossRoom().Lock.GetLock());
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_roomIdToGameObject[map.GetBossRoom().Id] = bossRoomGO;
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foreach (var monsterRoom in map.GetMonsterRooms())
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{
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GameObject monsterRoomGO = PrefabUtility.InstantiatePrefab(monsterRoomPrefab, gameObject.transform) as GameObject;
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monsterRoomGO.transform.position = ConvertToUnityPosition(monsterRoom.GetCenterOfRoom(), map.Width, map.Height);
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AddLockToRoomObject(monsterRoomGO, monsterRoom.Lock.GetLock());
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_roomIdToGameObject[monsterRoom.Id] = monsterRoomGO;
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}
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@ -41,6 +43,7 @@ namespace DungeonGenerator
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{
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GameObject normalRoomGO = PrefabUtility.InstantiatePrefab(normalRoomPrefab, gameObject.transform) as GameObject;
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normalRoomGO.transform.position = ConvertToUnityPosition(normalRoom.GetCenterOfRoom(), map.Width, map.Height);
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AddLockToRoomObject(normalRoomGO, normalRoom.Lock.GetLock());
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_roomIdToGameObject[normalRoom.Id] = normalRoomGO;
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}
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@ -49,6 +52,7 @@ namespace DungeonGenerator
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GameObject entranceRoomGO = PrefabUtility.InstantiatePrefab(normalRoomPrefab, gameObject.transform) as GameObject;
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entranceRoomGO.transform.position = ConvertToUnityPosition(entranceRoom.GetCenterOfRoom(), map.Width, map.Height);
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entranceRoomGO.GetComponent<Room>().IsEntrance = true;
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AddLockToRoomObject(entranceRoomGO, entranceRoom.Lock.GetLock());
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_roomIdToGameObject[entranceRoom.Id] = entranceRoomGO;
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}
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@ -70,5 +74,35 @@ namespace DungeonGenerator
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return new Vector3(newX, newY, 0f);
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}
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private void AddLockToRoomObject(GameObject room, string lockString)
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{
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NumberLock _lock;
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switch (lockString)
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{
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case "2":
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case "3":
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case "4":
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case "5":
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case "6":
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case "7":
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case "8":
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case "9":
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case "10":
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case "11":
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case "12":
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_lock = room.AddComponent<NumberLock>();
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_lock.SetNumber(Int32.Parse(lockString));
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break;
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case "=":
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room.AddComponent<MatchingDiceLock>();
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break;
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case null:
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Debug.Log("Lock for room was null when imported. Using 1 as lock");
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_lock = room.AddComponent<NumberLock>();
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_lock.SetNumber(1);
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break;
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}
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}
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}
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}
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