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Added a bunch of longer map sections. Added a simple weighting system for map sections (set for each section in the inspector), so that the proper map sections don't get drowned out by all the varieties of length-1 link sections. Removed the pit and conveyer belts from the 4-player spawn, so that we can use it for a demo.

master
s3607057 (Angus Niven) 5 years ago
parent
commit
be9a258618
49 changed files with 49399 additions and 1908 deletions
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@ -38,7 +38,8 @@ public class MapManager : ScriptableObject
int widthMin; //The minimum widthIn that we want for a new map section int widthMin; //The minimum widthIn that we want for a new map section
int widthMax; //The maximum widthIn that we want for a new map section int widthMax; //The maximum widthIn that we want for a new map section
int minPossibleWidth = 3; //The minimum to which widthMin and widthMax can be reduced
int widthMinMin = 3; //The minimum to which widthMin can be reduced
int widthMaxMin = 5; //The minimum to which widthMax can be reduced
public void init() public void init()
{ {
@ -166,11 +167,11 @@ public class MapManager : ScriptableObject
foreach (MapSection section in sections) foreach (MapSection section in sections)
{ {
if (checkSegments(section))
if (section.weight > 0 && checkSegments(section))
{ {
//If a segment is a valid continuation of the current most-recent segment, add it to the list //If a segment is a valid continuation of the current most-recent segment, add it to the list
//We weight longer segments more heavily
for (int i = 0; i < section.length; i++)
//Sections with higher weights get more entries => higher chance of being picked
for (int i = 0; i < section.weight; i++)
{ {
validSections.Add(section); validSections.Add(section);
} }
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/*diffMin += (totalSections - 2) / 2; /*diffMin += (totalSections - 2) / 2;
diffMax += totalSections / 2;*/ diffMax += totalSections / 2;*/
//Dropping the difficulty-based track narrowing for now - we have wide sections designed to be hard, we want them to show up
//Once the difficulty has ramped up, we cause the track to steadily narrow //Once the difficulty has ramped up, we cause the track to steadily narrow
//It can no longer widen, only remain constant or shrink //It can no longer widen, only remain constant or shrink
//if (diffMin > 2) //if (diffMin > 2)
if (difficulty > 2)
/*if (difficulty > 2)
{ {
widthMax--; widthMax--;
}
}*/
//Apply caps //Apply caps
//if (diffMin > diffMinMax) //if (diffMin > diffMinMax)
@ -432,9 +435,14 @@ public class MapManager : ScriptableObject
difficulty = diffCap; difficulty = diffCap;
} }
if (widthMin < minPossibleWidth)
if (widthMin < widthMinMin)
{
widthMin = widthMinMin;
}
if (widthMax < widthMaxMin)
{ {
widthMin = minPossibleWidth;
widthMax = widthMaxMin;
} }
} }

+ 2
- 0
Assets/Scripts/Map Generation/MapSection.cs View File

@ -13,6 +13,8 @@ public class MapSection : MonoBehaviour
public int difficultyMin; //The lowest difficulty rating that this section can appear on public int difficultyMin; //The lowest difficulty rating that this section can appear on
public int difficultyMax; //And the highest public int difficultyMax; //And the highest
public int weight = 1; //How many copies of this section should go on the list?
//Lists of spawn points //Lists of spawn points
//One for each possible number of players //One for each possible number of players
public List<GameObject> spawns1; public List<GameObject> spawns1;

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