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  1. using UnityEngine;
  2. using System;
  3. using System.Collections.Generic; //Allows us to use Lists.
  4. using Random = UnityEngine.Random; //Tells Random to use the Unity Engine random number generator.
  5.  
  6. namespace MyOwn
  7.  
  8. {
  9.  
  10. public class BoardManager : MonoBehaviour
  11. {
  12. // Using Serializable allows us to embed a class with sub properties in the inspector.
  13. [Serializable]
  14. public class Count
  15. {
  16. public int minimum; //Minimum value for our Count class.
  17. public int maximum; //Maximum value for our Count class.
  18.  
  19.  
  20. //Assignment constructor.
  21. public Count (int min, int max)
  22. {
  23. minimum = min;
  24. maximum = max;
  25. }
  26. }
  27.  
  28.  
  29. public int columns = 8; //Number of columns in our game board.
  30. public int rows = 8; //Number of rows in our game board.
  31. public Count wallCount = new Count (5, 9); //Lower and upper limit for our random number of walls per level.
  32. public Count foodCount = new Count (1, 5); //Lower and upper limit for our random number of food items per level.
  33. public GameObject exit; //Prefab to spawn for exit.
  34. public GameObject[] floorTiles; //Array of floor prefabs.
  35. public GameObject[] wallTiles; //Array of wall prefabs.
  36. public GameObject[] foodTiles; //Array of food prefabs.
  37. public GameObject[] enemyTiles; //Array of enemy prefabs.
  38. public GameObject[] outerWallTiles; //Array of outer tile prefabs.
  39.  
  40. private Transform boardHolder; //A variable to store a reference to the transform of our Board object.
  41. private List <Vector3> gridPositions = new List <Vector3> (); //A list of possible locations to place tiles.
  42.  
  43.  
  44. //Clears our list gridPositions and prepares it to generate a new board.
  45. void InitialiseList ()
  46. {
  47. //Clear our list gridPositions.
  48. gridPositions.Clear ();
  49.  
  50. //Loop through x axis (columns).
  51. for(int x = 1; x < columns-1; x++)
  52. {
  53. //Within each column, loop through y axis (rows).
  54. for(int y = 1; y < rows-1; y++)
  55. {
  56. //At each index add a new Vector3 to our list with the x and y coordinates of that position.
  57. gridPositions.Add (new Vector3(x, y, 0f));
  58. }
  59. }
  60. }
  61.  
  62.  
  63. //Sets up the outer walls and floor (background) of the game board.
  64. void BoardSetup ()
  65. {
  66. //Instantiate Board and set boardHolder to its transform.
  67. boardHolder = new GameObject ("Board").transform;
  68.  
  69. //Loop along x axis, starting from -1 (to fill corner) with floor or outerwall edge tiles.
  70. for(int x = -1; x < columns + 1; x++)
  71. {
  72. //Loop along y axis, starting from -1 to place floor or outerwall tiles.
  73. for(int y = -1; y < rows + 1; y++)
  74. {
  75. //Choose a random tile from our array of floor tile prefabs and prepare to instantiate it.
  76. GameObject toInstantiate = floorTiles[Random.Range (0,floorTiles.Length)];
  77.  
  78. //Check if we current position is at board edge, if so choose a random outer wall prefab from our array of outer wall tiles.
  79. if(x == -1 || x == columns || y == -1 || y == rows)
  80. toInstantiate = outerWallTiles [Random.Range (0, outerWallTiles.Length)];
  81.  
  82. //Instantiate the GameObject instance using the prefab chosen for toInstantiate at the Vector3 corresponding to current grid position in loop, cast it to GameObject.
  83. GameObject instance =
  84. Instantiate (toInstantiate, new Vector3 (x, y, 0f), Quaternion.identity) as GameObject;
  85.  
  86. //Set the parent of our newly instantiated object instance to boardHolder, this is just organizational to avoid cluttering hierarchy.
  87. instance.transform.SetParent (boardHolder);
  88. }
  89. }
  90. }
  91.  
  92.  
  93. //RandomPosition returns a random position from our list gridPositions.
  94. Vector3 RandomPosition ()
  95. {
  96. //Declare an integer randomIndex, set it's value to a random number between 0 and the count of items in our List gridPositions.
  97. int randomIndex = Random.Range (0, gridPositions.Count);
  98.  
  99. //Declare a variable of type Vector3 called randomPosition, set it's value to the entry at randomIndex from our List gridPositions.
  100. Vector3 randomPosition = gridPositions[randomIndex];
  101.  
  102. //Remove the entry at randomIndex from the list so that it can't be re-used.
  103. gridPositions.RemoveAt (randomIndex);
  104.  
  105. //Return the randomly selected Vector3 position.
  106. return randomPosition;
  107. }
  108.  
  109.  
  110. //LayoutObjectAtRandom accepts an array of game objects to choose from along with a minimum and maximum range for the number of objects to create.
  111. void LayoutObjectAtRandom (GameObject[] tileArray, int minimum, int maximum)
  112. {
  113. //Choose a random number of objects to instantiate within the minimum and maximum limits
  114. int objectCount = Random.Range (minimum, maximum+1);
  115.  
  116. //Instantiate objects until the randomly chosen limit objectCount is reached
  117. for(int i = 0; i < objectCount; i++)
  118. {
  119. //Choose a position for randomPosition by getting a random position from our list of available Vector3s stored in gridPosition
  120. Vector3 randomPosition = RandomPosition();
  121.  
  122. //Choose a random tile from tileArray and assign it to tileChoice
  123. GameObject tileChoice = tileArray[Random.Range (0, tileArray.Length)];
  124.  
  125. //Instantiate tileChoice at the position returned by RandomPosition with no change in rotation
  126. Instantiate(tileChoice, randomPosition, Quaternion.identity);
  127. }
  128. }
  129.  
  130.  
  131. //SetupScene initializes our level and calls the previous functions to lay out the game board
  132. public void SetupScene (int level)
  133. {
  134. //Creates the outer walls and floor.
  135. BoardSetup ();
  136.  
  137. //Reset our list of gridpositions.
  138. InitialiseList ();
  139.  
  140. //Instantiate a random number of wall tiles based on minimum and maximum, at randomized positions.
  141. LayoutObjectAtRandom (wallTiles, wallCount.minimum, wallCount.maximum);
  142.  
  143. //Instantiate a random number of food tiles based on minimum and maximum, at randomized positions.
  144. LayoutObjectAtRandom (foodTiles, foodCount.minimum, foodCount.maximum);
  145.  
  146. //Determine number of enemies based on current level number, based on a logarithmic progression
  147. int enemyCount = (int)Mathf.Log(level, 2f);
  148.  
  149. //Instantiate a random number of enemies based on minimum and maximum, at randomized positions.
  150. LayoutObjectAtRandom (enemyTiles, enemyCount, enemyCount);
  151.  
  152. //Instantiate the exit tile in the upper right hand corner of our game board
  153. Instantiate (exit, new Vector3 (columns - 1, rows - 1, 0f), Quaternion.identity);
  154. }
  155. }
  156. }
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