82 lines
3.3 KiB
C#
82 lines
3.3 KiB
C#
using System.Collections.Generic;
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using Core.Domain;
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using UnityEngine;
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namespace Infrastructure.Unity
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{
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public class LevelGenerator : MonoBehaviour
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{
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[Header("Prefabs")]
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[SerializeField] private TileViewAdapter tilePrefab;
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[SerializeField] private ParticleSystem tileBreakVfxPrefab;
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[Header("Settings")]
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[SerializeField] private int gridSizeX = 10;
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[SerializeField] private int gridSizeY = 10;
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[SerializeField] private int floorsCount = 3;
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[SerializeField] private float floorHeightDistance = 15f;
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[SerializeField] private float decayTime = 0.5f;
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[SerializeField] private float fallingTime = 2.0f;
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public float FloorHeightDistance => floorHeightDistance;
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public int FloorsCount => floorsCount;
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public int GridSizeX => gridSizeX;
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public int GridSizeY => gridSizeY;
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public void Generate(SoundManager soundManager, List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews)
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{
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GenerateFloor(0, MapPatterns.GenerateSquare(gridSizeX, gridSizeY), soundManager, allTiles, tileViews);
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GenerateFloor(1, MapPatterns.GenerateDonut(gridSizeX, Mathf.FloorToInt(gridSizeX / 3f)), soundManager, allTiles, tileViews);
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GenerateFloor(2, MapPatterns.GenerateCircle(gridSizeX), soundManager, allTiles, tileViews);
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}
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private void GenerateFloor(int floorIndex, List<Vector2Int> coordinates, SoundManager soundManager,
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List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews)
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{
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var yOffset = -(floorIndex * floorHeightDistance);
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var xOffset = gridSizeX / 2f;
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var zOffset = gridSizeY / 2f;
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foreach (var coord in coordinates)
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{
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var pos = new Vector3(coord.x - xOffset, yOffset, coord.y - zOffset);
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CreateTile(pos, $"{floorIndex}_{coord.x}_{coord.y}", floorIndex, soundManager, allTiles, tileViews);
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}
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}
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private void CreateTile(Vector3 position, string id, int floorIndex, SoundManager soundManager,
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List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews)
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{
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var go = Instantiate(tilePrefab, position, Quaternion.identity, transform);
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go.transform.localScale = Vector3.one * 0.95f;
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var tileLogic = new Tile(id, floorIndex, decayTime, fallingTime);
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go.Initialize(tileLogic);
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if (soundManager)
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{
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tileLogic.OnStateChanged += (t) =>
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{
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if (t.CurrentState == TileState.Warning)
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{
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soundManager.PlayTileWarning(position);
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}
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else if (t.CurrentState == TileState.Falling)
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{
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soundManager.PlayTileBreak(position);
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if (tileBreakVfxPrefab)
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{
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Instantiate(tileBreakVfxPrefab, position, Quaternion.identity);
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}
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}
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};
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}
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allTiles.Add(tileLogic);
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tileViews.Add(id, go);
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}
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}
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} |