Merge branch 'roomGen'
This commit is contained in:
8
3D blobici/Assets/Prefabs/Levels.meta
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8
3D blobici/Assets/Prefabs/Levels.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 78cd8de59ec022844907c273b05c0395
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -187,8 +187,8 @@ Transform:
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1.8, y: 1.8, z: 1.8}
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m_ConstrainProportionsScale: 0
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m_LocalScale: {x: 1.5, y: 1.5, z: 1.5}
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m_ConstrainProportionsScale: 1
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m_Children:
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- {fileID: 1872598832695960773}
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- {fileID: 1302341320372733696}
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14
3D blobici/Assets/Prefabs/Scripts/MapLayout.cs
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3D blobici/Assets/Prefabs/Scripts/MapLayout.cs
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@@ -0,0 +1,14 @@
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using UnityEngine;
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[CreateAssetMenu(fileName = "MapLayout", menuName = "Scriptable Objects/MapLayout")]
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public class MapLayout : ScriptableObject
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{
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/// <summary>
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/// 2D grid. Ka<4B>d<EFBFBD> <20><>dek je jeden <20><><EFBFBD>dek<65> mapy, naho<68>e = vy<76><79><EFBFBD> Z.
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/// <20><>slice = index prefab-u v MapGenManager.mapPrefab,
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/// '-' = pr<70>zdn<64> m<>sto,
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/// 'S' = startovn<76> m<>stnost.
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/// </summary>
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[TextArea(5, 20)]
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public string grid;
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}
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2
3D blobici/Assets/Prefabs/Scripts/MapLayout.cs.meta
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2
3D blobici/Assets/Prefabs/Scripts/MapLayout.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 990d24eb53743184e9b379e68eec63e1
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@@ -1,11 +1,23 @@
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using UnityEngine;
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public class CreateEntrances : MonoBehaviour
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///<summary>
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/// Object handling Room logic
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///</summary>
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///
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public class RoomHandler : MonoBehaviour
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{
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[SerializeField] private GameObject wallNorth;
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[SerializeField] private GameObject wallSouth;
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[SerializeField] private GameObject wallEast;
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[SerializeField] private GameObject wallWest;
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/// <summary>
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/// Creates entrances to corridors leading to other rooms
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/// </summary>
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/// <param name="northOpen"></param>
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/// <param name="southOpen"></param>
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/// <param name="eastOpen"></param>
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/// <param name="westOpen"></param>
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public void SetEntrances(bool northOpen, bool southOpen, bool eastOpen, bool westOpen)
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{
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wallNorth.SetActive(!northOpen);
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