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Some examples of how we can use the placement information embedded in tiles. Each tile also has a 'Dungeon' property which has even more connectivity information including: lists for main path, branch path, and all tiles; as well as a list of all connections between tiles.
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using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using DunGen; | |
public static class ConnectivityFunctions | |
{ | |
public static void GetPreviousAndNextTiles(Tile tile, out Tile previousTile, out Tile nextTile) | |
{ | |
previousTile = null; | |
nextTile = null; | |
// NormalizedDepth gives us a value between 0-1 for how deep the tile is | |
// this is the distance along the main path if the tile is on the main path, | |
// or the distance along its branch otherwise | |
float currentTileDepth = tile.Placement.NormalizedDepth; | |
foreach(var doorway in tile.UsedDoorways) | |
{ | |
var neighbour = doorway.ConnectedDoorway.Tile; | |
float neighbourTileDepth = neighbour.Placement.NormalizedDepth; | |
if (neighbourTileDepth < currentTileDepth) | |
previousTile = neighbour; | |
else if (neighbourTileDepth > currentTileDepth) | |
nextTile = neighbour; | |
} | |
} | |
public static IEnumerable<Tile> GetAdjacentTiles(Tile tile) | |
{ | |
var neighbours = new List<Tile>(); | |
// We can get this tile's neighbours by looking at all | |
// of the used doorways | |
foreach (var doorway in tile.UsedDoorways) | |
neighbours.Add(doorway.ConnectedDoorway.Tile); | |
return neighbours; | |
} | |
} |
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