nomoney4u
nomoney4u
CC#
Created by nomoney4u on 2/19/2024 in #help
Trying to understand this abstract code (and use it elsewhere)
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public abstract class AbstractDungeonGenerator : MonoBehaviour
{
[SerializeField]
protected TilemapVisualizer tilemapVisualizer = null;
[SerializeField]
protected Vector2Int startPosition = Vector2Int.zero;

public void GenerateDungeon() {
tilemapVisualizer.Clear();
RunProceduralGeneration();
}

protected abstract void RunProceduralGeneration();
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public abstract class AbstractDungeonGenerator : MonoBehaviour
{
[SerializeField]
protected TilemapVisualizer tilemapVisualizer = null;
[SerializeField]
protected Vector2Int startPosition = Vector2Int.zero;

public void GenerateDungeon() {
tilemapVisualizer.Clear();
RunProceduralGeneration();
}

protected abstract void RunProceduralGeneration();
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Random = UnityEngine.Random;

public class SimpleRandomWalkDungeonGenerator : AbstractDungeonGenerator
{
[SerializeField]
private int iterations = 10;
[SerializeField]
public int walkLength = 10;
[SerializeField]
public bool startRandomlyEachIteration = true;

protected override void RunProceduralGeneration()
{
HashSet<Vector2Int> floorPositions = RunRandomWalk();
tilemapVisualizer.Clear();
tilemapVisualizer.PaintFloorTiles(floorPositions);
}

protected HashSet<Vector2Int> RunRandomWalk()
{
var currentPosition = startPosition;
HashSet<Vector2Int> floorPositions = new HashSet<Vector2Int>();
for (int i = 0; i < iterations; i++)
{
var path = ProceduralGenerationAlg.SimpleRandomWalk(currentPosition, walkLength);
floorPositions.UnionWith(path);
if (startRandomlyEachIteration)
currentPosition = floorPositions.ElementAt(Random.Range(0, floorPositions.Count));
}
return floorPositions;
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Random = UnityEngine.Random;

public class SimpleRandomWalkDungeonGenerator : AbstractDungeonGenerator
{
[SerializeField]
private int iterations = 10;
[SerializeField]
public int walkLength = 10;
[SerializeField]
public bool startRandomlyEachIteration = true;

protected override void RunProceduralGeneration()
{
HashSet<Vector2Int> floorPositions = RunRandomWalk();
tilemapVisualizer.Clear();
tilemapVisualizer.PaintFloorTiles(floorPositions);
}

protected HashSet<Vector2Int> RunRandomWalk()
{
var currentPosition = startPosition;
HashSet<Vector2Int> floorPositions = new HashSet<Vector2Int>();
for (int i = 0; i < iterations; i++)
{
var path = ProceduralGenerationAlg.SimpleRandomWalk(currentPosition, walkLength);
floorPositions.UnionWith(path);
if (startRandomlyEachIteration)
currentPosition = floorPositions.ElementAt(Random.Range(0, floorPositions.Count));
}
return floorPositions;
}
}
I am trying to get access to SimpleRandomWalkDungeonGenerator.RunProceduralGeneration from another class but I understand that it is protected. I'm not sure how get access to that function without removing abstract from AbstractDungeonGenerator (stuffs will break). Does anyone have any suggestions?
12 replies