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Graphical representation of a Room #3
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Done first commit. |
Is the code completely achieve the task? If so tell me that I will review such code :) |
- Re-created all the 3D models, to clean Blender project; - Re-organized folders for textures and tile prefabs; - Added few basic textures (not to overweigth the single tile); - Imported from Blender three materials for room visualization; - Added simple generation test at program starting; - Added collision boxes to new prefabs; - Completed Issue #3.
I'v just done the last commit for the alpha version; I described into the commits exactly what I've done and what is still missing. Notes:
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I'm going to work again on this task after having changed all the room hierarchy, to adapt Factories classes into the new implementation. |
Ok! Good job! I can't wait to see the animated fountain! |
AS A player
I WANT to visually explore a room
BECAUSE it's really cool to explore a 3D environment
After completing #2 , we need to create a graphical representation of a room. We need to use the interface of the room, not the concrete class (eg. we need to use IRoom, not ConcreteClassRoom).
Everything needed to create the graphical representation of the room should reside in either a prefab referenced by the model or in the model themselves. I didn't think it well, but I personally think that a prefab might be cooler: we should have a "prefab" inside Unity, one per each room shape (eg. one for the rectangular shape, one for the ellptical one and son on). The model just reference the prefab needed an inside the model there are some fields specifying the width, length and height of the room (for the rectangular shape, for example).
Of course if you come up with a better model do it! :) Think how to attach the graphical representation of the room inside the unity environment well because it needs to be well thought!
So, when you can actually see in the game the room define in the maze, your task is done
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