diff --git a/Assets/Scripts/Map Generation/MapManager.cs b/Assets/Scripts/Map Generation/MapManager.cs index e39b61e..e30e7ea 100644 --- a/Assets/Scripts/Map Generation/MapManager.cs +++ b/Assets/Scripts/Map Generation/MapManager.cs @@ -54,11 +54,11 @@ public class MapManager : ScriptableObject } } - Debug.Log("sections.Count = " + sections.Count); + //Debug.Log("sections.Count = " + sections.Count); foreach (MapSection section in sections) { - Debug.Log("Possible section: " + section.name); + //Debug.Log("Possible section: " + section.name); } initialPlayerCount = clients.ConnectedClients.Count; @@ -181,14 +181,14 @@ public class MapManager : ScriptableObject foreach (MapSection section in validSections) { - Debug.Log("Valid section: " + section.name); + //Debug.Log("Valid section: " + section.name); }/**/ - Debug.Log("Choosing section"); + //Debug.Log("Choosing section"); MapSection nextSection = validSections[(int)Random.Range(0.0f, (float)validSections.Count)]; - Debug.Log("Chosen section: " + nextSection.name); + //Debug.Log("Chosen section: " + nextSection.name); addSection(nextSection); } @@ -220,29 +220,29 @@ public class MapManager : ScriptableObject { int connections = 0; - Debug.Log("Checking " + first.name + ", " + second.name); + //Debug.Log("Checking " + first.name + ", " + second.name); //if (second.difficulty < diffMin || second.difficulty > diffMax) if (second.difficultyMax < difficulty || second.difficultyMin > difficulty) //Check that we're in the right difficulty range for this section { - Debug.Log("Difficulty = " + difficulty + ", max = " + second.difficultyMax + ", min = " + second.difficultyMin); + //Debug.Log("Difficulty = " + difficulty + ", max = " + second.difficultyMax + ", min = " + second.difficultyMin); return false; } if (second.widthIn < widthMin || second.widthIn > widthMax) //And that it's in the right width range { - Debug.Log("width = " + second.widthIn + ", max = " + widthMin + ", min = " + widthMax); + //Debug.Log("width = " + second.widthIn + ", max = " + widthMin + ", min = " + widthMax); return false; } - //Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name); + ////Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name); foreach (GameObject exit in first.exits) { foreach (GameObject entry in second.entrances) { - Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x - + ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);/**/ + //Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x + //+ ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);/**/ if (checkConnection(exit, entry)) { connections++; @@ -250,15 +250,15 @@ public class MapManager : ScriptableObject } } - //Debug.Log("Connections = " + connections); + ////Debug.Log("Connections = " + connections); if (connections >= minConns) { - //Debug.Log("Valid section!"); + ////Debug.Log("Valid section!"); } else { - //Debug.Log("Invalid section!"); + ////Debug.Log("Invalid section!"); } return (connections >= minConns); @@ -266,12 +266,12 @@ public class MapManager : ScriptableObject bool checkConnection(GameObject exit, GameObject entry) { - /*Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x + /*//Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x + ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);*/ //If the squares being checked don't line up, the connection is invalid if (exit.transform.localPosition.z != entry.transform.localPosition.z) { - //Debug.Log(exit.transform.localPosition.z + " != " + entry.transform.localPosition.z); + ////Debug.Log(exit.transform.localPosition.z + " != " + entry.transform.localPosition.z); return false; } @@ -279,22 +279,22 @@ public class MapManager : ScriptableObject //It's technically possible to cross two water blocks, but we don't count that if (requiresJump(exit) && requiresJump(entry)) { - //Debug.Log("Invalid connection - both water"); + ////Debug.Log("Invalid connection - both water"); return false; } - //Debug.Log("Exit.is_Walkable = " + exit.GetComponent().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent().is_Walkable); + ////Debug.Log("Exit.is_Walkable = " + exit.GetComponent().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent().is_Walkable); //Since we currently don't let people jump over walls, if either block is a wall, the connection is invalid if (isWall(exit) || isWall(entry)) { - //Debug.Log("Invalid connection - not walkable"); + ////Debug.Log("Invalid connection - not walkable"); return false; } - //Debug.Log("Exit.isWater = " + exit.GetComponent().isWater + ", Entry.isWater = " + entry.GetComponent().isWater); + ////Debug.Log("Exit.isWater = " + exit.GetComponent().isWater + ", Entry.isWater = " + entry.GetComponent().isWater); - //Debug.Log("Valid connection!"); + ////Debug.Log("Valid connection!"); //If we've passed all these tests, the connection is valid! return true; @@ -389,7 +389,7 @@ public class MapManager : ScriptableObject { if (clients.ConnectedClients.Count <= (float)(0.5f * initialPlayerCount)) { - Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count at half or below"); + //Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count at half or below"); /*diffMin++; diffMax++;*/ difficulty++; @@ -400,7 +400,7 @@ public class MapManager : ScriptableObject if (clients.ConnectedClients.Count <= (float)(0.33f * initialPlayerCount)) { - Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count below 33%"); + //Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count below 33%"); /*diffMin++; diffMax += 2;*/ difficulty += 2;