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Finishing shop touch

This commit is contained in:
Steffo 2019-04-29 22:44:58 +02:00
parent d13aad2cdb
commit f08c1cc1f9
18 changed files with 386 additions and 27 deletions

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@ -114,6 +114,15 @@ public class Map : MonoBehaviour
[BeforeStartAttribute] [BeforeStartAttribute]
public GameObject stairsPrefab; public GameObject stairsPrefab;
[BeforeStartAttribute]
public GameObject shopCorePrefab;
[BeforeStartAttribute]
public GameObject shopEdgePrefab;
[BeforeStartAttribute]
public GameObject[] shopItems; //3
private GameObject[,] tiles; private GameObject[,] tiles;
private List<MapRoom> rooms; private List<MapRoom> rooms;
private TurnHandler turnHandler; private TurnHandler turnHandler;
@ -258,9 +267,13 @@ public class Map : MonoBehaviour
private void PlaceEnemies() { private void PlaceEnemies() {
for(int i = 0; i < enemiesToSpawn; i++) { for(int i = 0; i < enemiesToSpawn; i++) {
MapRoom room = rooms[Random.Range(0, rooms.Count)]; MapRoom room = rooms[Random.Range(0, rooms.Count)];
Vector2Int point = room.RandomPoint(); Vector2Int point;
if(turnHandler.GetEntitiesAtPosition(point).Count > 0) { while(true) {
continue; point = room.RandomPoint();
if(turnHandler.GetEntitiesAtPosition(point).Count > 0) {
continue;
}
break;
} }
GameObject enemyPrefab = enemyPrefabs[Random.Range(0, enemyPrefabs.Count)]; GameObject enemyPrefab = enemyPrefabs[Random.Range(0, enemyPrefabs.Count)];
GameObject enemyObject = Instantiate(enemyPrefab, turnHandler.transform); GameObject enemyObject = Instantiate(enemyPrefab, turnHandler.transform);
@ -272,9 +285,13 @@ public class Map : MonoBehaviour
private void PlaceCuriosities() { private void PlaceCuriosities() {
for(int i = 0; i < curiositiesToSpawn; i++) { for(int i = 0; i < curiositiesToSpawn; i++) {
MapRoom room = rooms[Random.Range(0, rooms.Count)]; MapRoom room = rooms[Random.Range(0, rooms.Count)];
Vector2Int point = room.RandomPoint(); Vector2Int point;
if(turnHandler.GetEntitiesAtPosition(point).Count > 0) { while(true) {
continue; point = room.RandomPoint();
if(turnHandler.GetEntitiesAtPosition(point).Count > 0) {
continue;
}
break;
} }
GameObject curiosityPrefab = curiositiesPrefabs[Random.Range(0, curiositiesPrefabs.Count)]; GameObject curiosityPrefab = curiositiesPrefabs[Random.Range(0, curiositiesPrefabs.Count)];
GameObject curiosityObject = Instantiate(curiosityPrefab, turnHandler.transform); GameObject curiosityObject = Instantiate(curiosityPrefab, turnHandler.transform);
@ -285,7 +302,14 @@ public class Map : MonoBehaviour
private void PlaceStairs() { private void PlaceStairs() {
MapRoom room = rooms[Random.Range(0, rooms.Count)]; MapRoom room = rooms[Random.Range(0, rooms.Count)];
Vector2Int point = room.RandomPoint(); Vector2Int point;
while(true) {
point = room.RandomPoint();
if(turnHandler.GetEntitiesAtPosition(point).Count > 0) {
continue;
}
break;
}
GameObject curiosityObject = Instantiate(stairsPrefab, turnHandler.transform); GameObject curiosityObject = Instantiate(stairsPrefab, turnHandler.transform);
curiosityObject.name = "Stairs"; curiosityObject.name = "Stairs";
curiosityObject.transform.position = new Vector3(point.x, point.y, 0); curiosityObject.transform.position = new Vector3(point.x, point.y, 0);
@ -307,6 +331,54 @@ public class Map : MonoBehaviour
} }
} }
private void PlaceShop() {
MapRoom room = rooms[Random.Range(0, rooms.Count)];
Vector2Int point;
while(true) {
bool done = true;
point = room.RandomPoint();
for(int x = -2; x <= 2; x++) {
for(int y = -2; y <= 2; y++) {
if(turnHandler.GetEntitiesAtPosition(new Vector2Int(x, y)).Count > 0) {
done = false;
}
if(!done) break;
}
if(!done) break;
}
if(done) break;
}
GameObject shopCore = Instantiate(shopCorePrefab, turnHandler.transform);
shopCore.name = "Shop (Core)";
shopCore.transform.position = new Vector3(point.x, point.y, 0);
GameObject shopEdge = Instantiate(shopEdgePrefab, turnHandler.transform);
shopEdge.name = "Shop (Edge)";
shopEdge.transform.position = new Vector3(point.x+1, point.y, 0);
shopEdge = Instantiate(shopEdgePrefab, turnHandler.transform);
shopEdge.name = "Shop (Edge)";
shopEdge.transform.position = new Vector3(point.x-1, point.y, 0);
shopEdge = Instantiate(shopEdgePrefab, turnHandler.transform);
shopEdge.name = "Shop (Edge)";
shopEdge.transform.position = new Vector3(point.x+1, point.y+1, 0);
shopEdge = Instantiate(shopEdgePrefab, turnHandler.transform);
shopEdge.name = "Shop (Edge)";
shopEdge.transform.position = new Vector3(point.x-1, point.y+1, 0);
shopEdge = Instantiate(shopEdgePrefab, turnHandler.transform);
shopEdge.name = "Shop (Edge)";
shopEdge.transform.position = new Vector3(point.x, point.y+1, 0);
shopEdge = Instantiate(shopEdgePrefab, turnHandler.transform);
shopEdge.name = "Shop (Edge)";
GameObject shopItem1 = Instantiate(shopItems[0], turnHandler.transform);
shopItem1.transform.position = new Vector3(point.x, point.y-1, 0);
shopEdge.name = "Shop Item 1";
GameObject shopItem2 = Instantiate(shopItems[1], turnHandler.transform);
shopItem2.transform.position = new Vector3(point.x+1, point.y-1, 0);
shopEdge.name = "Shop Item 2";
GameObject shopItem3 = Instantiate(shopItems[2], turnHandler.transform);
shopItem3.transform.position = new Vector3(point.x-1, point.y-1, 0);
shopEdge.name = "Shop Item 3";
}
public void NewLevel() { public void NewLevel() {
//Cleanup everything. //Cleanup everything.
transform.parent.BroadcastMessage("OnNewLevel"); transform.parent.BroadcastMessage("OnNewLevel");
@ -317,6 +389,7 @@ public class Map : MonoBehaviour
GenerateMap(); GenerateMap();
GenerateTileSprites(); GenerateTileSprites();
PlaceShop();
PlacePlayer(); PlacePlayer();
PlaceEnemies(); PlaceEnemies();
PlaceCuriosities(); PlaceCuriosities();

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