LethalCompany/Lethal Company/ExportedProject/Assets/Scripts/Assembly-CSharp/DunGen/InjectedTile.cs

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2023-12-22 22:51:17 +00:00
using UnityEngine;
namespace DunGen
{
public sealed class InjectedTile
{
public TileSet TileSet;
public float NormalizedPathDepth;
public float NormalizedBranchDepth;
public bool IsOnMainPath;
public bool IsRequired;
public bool IsLocked;
public int LockID;
public GameObject LockedDoorPrefab;
public InjectedTile(TileSet tileSet, bool isOnMainPath, float normalizedPathDepth, float normalizedBranchDepth, bool isRequired = false)
{
TileSet = tileSet;
IsOnMainPath = isOnMainPath;
NormalizedPathDepth = normalizedPathDepth;
NormalizedBranchDepth = normalizedBranchDepth;
IsRequired = isRequired;
}
public InjectedTile(TileInjectionRule rule, bool isOnMainPath, RandomStream randomStream)
{
TileSet = rule.TileSet;
NormalizedPathDepth = rule.NormalizedPathDepth.GetRandom(randomStream);
NormalizedBranchDepth = rule.NormalizedBranchDepth.GetRandom(randomStream);
IsOnMainPath = isOnMainPath;
IsRequired = rule.IsRequired;
IsLocked = rule.IsLocked;
LockID = rule.LockID;
}
public bool ShouldInjectTileAtPoint(bool isOnMainPath, float pathDepth, float branchDepth)
{
if (IsOnMainPath != isOnMainPath)
{
return false;
}
if (NormalizedPathDepth > pathDepth)
{
return false;
}
if (isOnMainPath)
{
return true;
}
return NormalizedBranchDepth <= branchDepth;
}
}
}