diff --git a/Roguelike/Assembly-CSharp-Editor.csproj b/Roguelike/Assembly-CSharp-Editor.csproj index da8e4c65..0275dde4 100644 --- a/Roguelike/Assembly-CSharp-Editor.csproj +++ b/Roguelike/Assembly-CSharp-Editor.csproj @@ -48,6 +48,9 @@ + + C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll + C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/Editor/UnityEditor.Advertisements.dll @@ -63,6 +66,9 @@ C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/Editor/UnityEditor.Networking.dll + + C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll + C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.Graphs.dll diff --git a/Roguelike/Assembly-CSharp.csproj b/Roguelike/Assembly-CSharp.csproj index 25f49a77..4722b3a7 100644 --- a/Roguelike/Assembly-CSharp.csproj +++ b/Roguelike/Assembly-CSharp.csproj @@ -59,12 +59,18 @@ + + C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll + C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll + + C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll + C:/Program Files/Unity/Editor/Data/Managed/Mono.Cecil.dll diff --git a/Roguelike/Assets/Scripts/ProdGen/BoardManager.cs b/Roguelike/Assets/Scripts/ProdGen/BoardManager.cs index 026aa645..bfc12953 100644 --- a/Roguelike/Assets/Scripts/ProdGen/BoardManager.cs +++ b/Roguelike/Assets/Scripts/ProdGen/BoardManager.cs @@ -1,18 +1,20 @@ using UnityEngine; using System; -using System.Collections.Generic; -using Random = UnityEngine.Random; +using System.Collections.Generic; //Allows us to use lists +using Random = UnityEngine.Random; // Tells Random to use Untiy Engine Random number generator //++Add in Comments++ namespace Completed { public class BoardManager : MonoBehaviour { + //Using serializable allows us to embed a class wit hsub properties in sinpsector [Serializable] public class Count { - public int minimum; - public int maximum; + public int minimum; //Minimum value for our count class + public int maximum; //Maximum value for our count class + //assignment constructor public Count(int min, int max) { minimum = min; @@ -20,56 +22,72 @@ public class BoardManager : MonoBehaviour { } } - //-------------------------------------------------- - public int columns = 8; - public int rows = 8; - public Count wallCount = new Count(5, 9); - public Count foodCount = new Count(1, 5); - public GameObject exit; - public GameObject[] floorTiles; - public GameObject[] wallTiles; - public GameObject[] foodTiles; - public GameObject[] enemyTiles; - public GameObject[] outerWallTiles; - - private Transform boardHolder; - private List gridPositions = new List(); - - + //Declarations-------------------------------------------------- + public int columns = 8; //Number of columns in our game baord + public int rows = 8; //Number of Rows in our game board + public Count wallCount = new Count(5, 9); //Lower and upper limit for our random number + public Count foodCount = new Count(1, 5); //Lowra nd uper limit for our random food count + public GameObject exit; //Prefab to spawn for exit + //Arrays + public GameObject[] floorTiles; //Array of floor prefabs + public GameObject[] wallTiles; //Array of wall prefabs + public GameObject[] foodTiles; //Array of food prefabs + public GameObject[] enemyTiles; //Array of enemy prefabs + public GameObject[] outerWallTiles; //Array of ourter tile prefabs + + private Transform boardHolder; //A variable to store references to the transform of something + private List gridPositions = new List(); //A list of possible locations to place tiles + + //Clears our list gridPositions and prepares it to generate a new board. void InitialiseList() { + //clear our list gridPositions gridPositions.Clear(); - for(int x=1; x< columns - 1; x++) + //Loot through x axis (columns) + for (int x=1; x< columns - 1; x++) { - //Do this thing while x>columns - 1 + //within each column, loop through the y axis (rows) + for (int y = 1; y < rows -1; y++) { + //At each index add a new vector3 to our lists with the x and y coordinates of that position gridPositions.Add(new Vector3(x, y, 0f)); } } } + + //Sets up the outer walls and flolors of the game void BoardSetup() { + //instanciates baords and sets iup boardholder to its transform boardHolder = new GameObject("Board").transform; + //loop along the x axis, starting from - 1 (to fill corner) with floor and outerwall edge tiles for(int x = -1; x