wip: floor texture
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30
Entities/FloorFactory.cs
Normal file
30
Entities/FloorFactory.cs
Normal file
@@ -0,0 +1,30 @@
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using System.Numerics;
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using BakeryGame.Components.Common;
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using BakeryGame.Components.Environment;
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using Raylib_cs;
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using Scellecs.Morpeh;
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namespace BakeryGame.Entities;
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public class FloorFactory
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{
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private readonly World _world;
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public FloorFactory(World world)
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{
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_world = world;
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}
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public Entity CreateFloorBlock(float x, float z, float width, float height)
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{
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var position = new Vector3(x, 0, z);
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var size = new Vector3(width, 0, height);
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var block = _world.CreateEntity();
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block.SetComponent(new FloorComponent { Size = size });
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block.SetComponent(new ColorComponent { Color = Color.Red });
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block.SetComponent(new PositionComponent(){ Position = position });
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return block;
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}
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}
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@@ -6,7 +6,7 @@ public class RoomBuilder
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{
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public static int RoomSize = 16;
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public static IEnumerable<Entity> GenerateMapOfBlocks(BlockFactory blockFactory)
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public static IEnumerable<Entity> GenerateMapOfBlocks(BlockFactory blockFactory, FloorFactory floorFactory)
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{
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for (int x = -RoomSize / 2; x <= RoomSize / 2; x++) {
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for (int z = -RoomSize / 2; z <= RoomSize / 2; z++) {
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@@ -16,5 +16,6 @@ public class RoomBuilder
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}
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}
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}
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yield return floorFactory.CreateFloorBlock(0, 0, RoomSize, RoomSize);
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}
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}
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