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LevelMaper.cs
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154 lines (117 loc) · 4.13 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LevelMaper : MonoBehaviour {
public LevelBuilderV2 levelBuilder2;
static public ArrayList mapedRooms = new ArrayList();
int countRooms = 0;
int countCorridors = 0;
int countTunnel = 0;
int countTunnelRooms = 0;
int countTunnelCorridors = 0;
int countHeavyRoom = 0;
void Start()
{
//Заполнение списков комнат
// a) Для бункера
addAbstractStartRoom();
addAbstractCorridor();
addAbstractCycleRoom();
addAbstractCorridor();
addArchetypeConnector();
// b) Для туннелей
countRooms++;
addAbstractTunnel();
addAbstractConnectorTunnel();
addAbstractTunnel();
addArchetypeConnector();
// c) Для строгого режима
addAbstractChainHeavyRoom();
}
//добавляем комнату между архитипами
void addArchetypeConnector()
{
AbstractRoom room = new AbstractRoom();
room.countDoorway = 2;
countRooms++;
room.idRoom = countRooms;
mapedRooms.Add(room);
Debug.Log("комната архитипа " + room.idRoom + " намечена");
}
//добавляем начало остова в список
void addAbstractStartRoom()
{
AbstractRoom startRoom = new AbstractRoom();
startRoom.countDoorway = 1;
startRoom.idRoom = countRooms;
mapedRooms.Add(startRoom);
Debug.Log("старт " + startRoom.idRoom + " намечен");
}
//добавляем комнату в список
void addAbstractCycleRoom()
{
AbstractRoom room = new AbstractRoom();
room.countDoorway = 8;
countRooms++;
room.idRoom = countRooms;
mapedRooms.Add(room);
Debug.Log("комната " + room.idRoom + " намечена");
}
void addAbstractRoom()
{
AbstractRoom room = new AbstractRoom();
room.countDoorway = 2;
countRooms++;
room.idRoom = countRooms;
mapedRooms.Add(room);
Debug.Log("комната " + room.idRoom + " намечена");
}
//добавляем коридор в список
void addAbstractCorridor()
{
AbstractCorridor corridor = new AbstractCorridor();
corridor.previousRoom = countRooms;
corridor.nextRoom = countRooms + 1;
corridor.idCorridor = countCorridors;
countCorridors++;
mapedRooms.Add(corridor);
Debug.Log("коридор " + corridor.idCorridor + " намечен");
}
//добавляем конец остова в список
void addAbstractEndRoom()
{
addAbstractCorridor();
AbstractRoom endRoom = new AbstractRoom();
endRoom.countDoorway = 1;
countRooms++;
endRoom.idRoom = countRooms;
mapedRooms.Add(endRoom);
Debug.Log("конец " + endRoom.idRoom + " намечен");
}
//добавляем туннель
void addAbstractTunnel()
{
AbstractTunnel tunnel = new AbstractTunnel();
tunnel.idArchetypeRoom = countRooms;
tunnel.idTunnel = countTunnel;
countTunnel++;
mapedRooms.Add(tunnel);
Debug.Log("туннель " + tunnel.idTunnel + " намечен");
}
//добавляем конектор между туннелями
void addAbstractConnectorTunnel()
{
AbstractTunnelRoom room = new AbstractTunnelRoom();
room.countDoorway = 2;
countTunnelRooms++;
room.idRoom = countTunnelRooms;
mapedRooms.Add(room);
Debug.Log("комната коннектора туннеля " + room.idRoom + " намечена");
}
void addAbstractChainHeavyRoom()
{
AbstractHeavyRoom heavyRoom = new AbstractHeavyRoom();
mapedRooms.Add(heavyRoom);
Debug.Log("Комната строгого режима " + heavyRoom.idHeavyRoom + " намечен");
}
}