using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MapSection : MonoBehaviour
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{
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//public int width = 0;
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public int widthIn = 0; //Width at the entrance, including external wals
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public int widthOut = 0; //Width at the exit, including external walls
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public int widthMax = 0; //Greatest width at any point (including external walls)
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public int length = 0;
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int size;
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public int difficultyMin; //The lowest difficulty rating that this section can appear on
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public int difficultyMax; //And the highest
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public int weight = 1; //How many copies of this section should go on the list?
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//Lists of spawn points
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//One for each possible number of players
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public List<GameObject> spawns1;
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public List<GameObject> spawns2;
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public List<GameObject> spawns3;
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public List<GameObject> spawns4;
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public List<GameObject> spawns5;
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public List<GameObject> spawns6;
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public List<GameObject> spawns7;
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public List<GameObject> spawns8;
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public List<GameObject> entrances; //Ways into this map segment
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public List<GameObject> exits; //Ways out of this map segment
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public List<GameObject> collectableSpawns; //Which blocks can items spawn on?
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// Start is called before the first frame update
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void Start()
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{
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}
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public void InitSection()
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{
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size = widthMax * length;
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foreach (GameObject block in collectableSpawns)
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{
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block.GetComponent<Block>().isCollectableSpawnable = true;
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}
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}
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public void InitSection(int num)
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{
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name = num + " " + name;
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InitSection();
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}
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public int getSize()
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{
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return size;
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}
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public void destroySection()
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{
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/*foreach (GameObject block in blocks)
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{
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Object.Destroy(block);
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}*/
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/*Debug.Log("Destroying section " + name + ", position = " + transform.position.x + ", " + transform.position.y + ", " + transform.position.z);
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gameObject.transform.position = new Vector3(0.0f, 0.0f, 1000.0f);*/
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//Debug.Log("Destroying section " + name + ", position = " + transform.position.x + ", " + transform.position.y + ", " + transform.position.z);
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//gameObject.SetActive(false);
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Destroy(gameObject, 0.0f);
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}
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}
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