Files
decay-grid/Assets/Scripts/Infrastructure/Unity/LevelGenerator.cs

135 lines
5.5 KiB
C#

using System.Collections.Generic;
using Core.Domain;
using UnityEngine;
namespace Infrastructure.Unity
{
public class LevelGenerator : MonoBehaviour
{
[Header("Prefabs")]
[SerializeField] private TileViewAdapter tilePrefab;
[SerializeField] private ParticleSystem tileBreakVfxPrefab;
[SerializeField] private JumpPadAdapter jumpPadPrefab;
[SerializeField] private TeleporterAdapter teleporterPrefab;
[Header("Settings")]
[SerializeField] private int gridSizeX = 10;
[SerializeField] private int gridSizeY = 10;
[SerializeField] private int floorsCount = 3;
[SerializeField] private float floorHeightDistance = 15f;
[SerializeField] private float decayTime = 0.5f;
[SerializeField] private float fallingTime = 2.0f;
public float FloorHeightDistance => floorHeightDistance;
public int FloorsCount => floorsCount;
public int GridSizeX => gridSizeX;
public int GridSizeY => gridSizeY;
private TilePool _tilePool;
public void Generate(SoundManager soundManager, List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, CameraController camera, RumbleManager rumble)
{
_tilePool = new TilePool(tilePrefab, transform);
GenerateFloor(0, MapPatterns.GenerateSquare(gridSizeX, gridSizeY), soundManager, allTiles, tileViews, camera, rumble);
GenerateFloor(1, MapPatterns.GenerateDonut(gridSizeX, Mathf.FloorToInt(gridSizeX / 3f)), soundManager, allTiles, tileViews, camera, rumble);
GenerateFloor(2, MapPatterns.GenerateCircle(gridSizeX), soundManager, allTiles, tileViews, camera, rumble);
}
private void GenerateFloor(int floorIndex, List<Vector2Int> coordinates, SoundManager soundManager,
List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, CameraController camera, RumbleManager rumble)
{
var yOffset = -(floorIndex * floorHeightDistance);
var xOffset = gridSizeX / 2f;
var zOffset = gridSizeY / 2f;
foreach (var coord in coordinates)
{
var pos = new Vector3(coord.x - xOffset, yOffset, coord.y - zOffset);
CreateTile(pos, $"{floorIndex}_{coord.x}_{coord.y}", floorIndex, soundManager, allTiles, tileViews, camera, rumble);
}
if (floorIndex > 0 && jumpPadPrefab)
{
var validSpot = coordinates[Random.Range(0, coordinates.Count)];
var padPos = new Vector3(validSpot.x - xOffset, yOffset + 0.6f, validSpot.y - zOffset);
Instantiate(jumpPadPrefab, padPos, Quaternion.identity, transform);
}
if (floorIndex > 0 && teleporterPrefab && coordinates.Count > 5)
{
// Spawn a pair of teleporters
var indexA = Random.Range(0, coordinates.Count);
int indexB;
do
{
indexB = Random.Range(0, coordinates.Count);
} while (indexB == indexA);
var spotA = coordinates[indexA];
var spotB = coordinates[indexB];
var posA = new Vector3(spotA.x - xOffset, yOffset + 0.6f, spotA.y - zOffset);
var posB = new Vector3(spotB.x - xOffset, yOffset + 0.6f, spotB.y - zOffset);
var telA = Instantiate(teleporterPrefab, posA, Quaternion.identity, transform);
var telB = Instantiate(teleporterPrefab, posB, Quaternion.identity, transform);
telA.Initialize(telB.transform);
telB.Initialize(telA.transform);
System.Action onTeleport = () =>
{
camera?.Shake(0.2f, 0.2f);
rumble?.PulseMedium();
};
telA.OnTeleport += onTeleport;
telB.OnTeleport += onTeleport;
}
}
private void CreateTile(Vector3 position, string id, int floorIndex, SoundManager soundManager,
List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, CameraController camera, RumbleManager rumble)
{
var go = _tilePool.Get();
go.transform.position = position;
go.transform.rotation = Quaternion.identity;
go.transform.localScale = Vector3.one * 0.95f;
// 15% chance to be Fragile
var isFragile = Random.value < 0.15f;
var type = isFragile ? TileType.Fragile : TileType.Normal;
var tileLogic = new Tile(id, floorIndex, decayTime, fallingTime, type);
go.Initialize(tileLogic, (t) => _tilePool.Return(t));
tileLogic.OnStateChanged += (t) =>
{
if (t.CurrentState == TileState.Warning)
{
soundManager?.PlayTileWarning(position);
}
else if (t.CurrentState == TileState.Falling)
{
soundManager?.PlayTileBreak(position);
if (t.Type == TileType.Fragile)
{
camera?.Shake(0.1f, 0.05f);
rumble?.PulseLight();
}
if (tileBreakVfxPrefab)
{
Instantiate(tileBreakVfxPrefab, position, Quaternion.identity);
}
}
};
allTiles.Add(tileLogic);
tileViews.Add(id, go);
}
}
}