2019-04-27 11:38:29 +00:00
|
|
|
|
using System.Collections;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
|
|
|
|
public class Map : MonoBehaviour
|
|
|
|
|
{
|
2019-04-27 12:21:33 +00:00
|
|
|
|
[BeforeStartAttribute]
|
|
|
|
|
public int mapSize = 30;
|
|
|
|
|
|
|
|
|
|
[BeforeStartAttribute]
|
|
|
|
|
public int roomsToGenerate = 5;
|
|
|
|
|
|
|
|
|
|
[BeforeStartAttribute]
|
|
|
|
|
public int maxRoomSize = 8;
|
|
|
|
|
|
2019-04-27 11:38:29 +00:00
|
|
|
|
public GameObject[,] tiles;
|
|
|
|
|
public Sprite wallSprite;
|
|
|
|
|
public Sprite floorSprite;
|
|
|
|
|
public GameObject tilePrefab;
|
|
|
|
|
|
|
|
|
|
public Tile GetTile(int x, int y) {
|
|
|
|
|
GameObject tileObject = tiles[x, y];
|
|
|
|
|
Tile tile = tileObject.GetComponent<Tile>();
|
|
|
|
|
return tile;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void InitTile(int x, int y, bool is_walkable, Sprite tile_sprite) {
|
|
|
|
|
Tile tile = GetTile(x, y);
|
2019-04-27 12:21:33 +00:00
|
|
|
|
tile.walkable = is_walkable;
|
|
|
|
|
tile.sprite = tile_sprite;
|
2019-04-27 11:38:29 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void FillWithWalls() {
|
2019-04-27 12:21:33 +00:00
|
|
|
|
for(int x = 0; x < mapSize; x++) {
|
|
|
|
|
for(int y = 0; y < mapSize; y++) {
|
|
|
|
|
GameObject tileObject = Instantiate(tilePrefab, transform);
|
|
|
|
|
tileObject.transform.position = new Vector3(x, y, 0);
|
|
|
|
|
tiles[x, y] = tileObject;
|
|
|
|
|
Tile tile = tileObject.GetComponent<Tile>();
|
|
|
|
|
tile.walkable = false;
|
|
|
|
|
tile.sprite = wallSprite;
|
2019-04-27 11:38:29 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-04-27 12:21:33 +00:00
|
|
|
|
private void PlaceRoom(int start_x, int start_y, int end_x, int end_y) {
|
2019-04-27 11:38:29 +00:00
|
|
|
|
for(int x = start_x; x <= end_x; x++) {
|
|
|
|
|
for(int y = start_y; y <= end_y; y++) {
|
|
|
|
|
InitTile(x, y, true, floorSprite);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-04-27 12:21:33 +00:00
|
|
|
|
private void PlaceCorridor(int start_x, int start_y, int end_x, int end_y, bool horizontal_priority) {
|
2019-04-27 11:38:29 +00:00
|
|
|
|
if(horizontal_priority) {
|
|
|
|
|
for(int x = start_x; x <= end_x; x++) {
|
|
|
|
|
InitTile(x, start_y, true, floorSprite);
|
|
|
|
|
}
|
|
|
|
|
for(int y = start_y; y <= end_y; y++) {
|
|
|
|
|
InitTile(end_x, y, true, floorSprite);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
for(int y = start_y; y <= end_y; y++) {
|
|
|
|
|
InitTile(start_x, y, true, floorSprite);
|
|
|
|
|
}
|
|
|
|
|
for(int x = start_x; x <= end_x; x++) {
|
|
|
|
|
InitTile(x, end_y, true, floorSprite);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void GenerateMap() {
|
|
|
|
|
FillWithWalls();
|
2019-04-27 12:21:33 +00:00
|
|
|
|
for(int i = 0; i < roomsToGenerate; i++) {
|
|
|
|
|
int start_x = Random.Range(0, mapSize);
|
|
|
|
|
int start_y = Random.Range(0, mapSize);
|
|
|
|
|
int end_x = Random.Range(0, mapSize) + start_x;
|
|
|
|
|
int end_y = Random.Range(0, mapSize) + start_y;
|
|
|
|
|
PlaceRoom(start_x, start_y, end_x, end_y);
|
|
|
|
|
}
|
2019-04-27 11:38:29 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void Start()
|
|
|
|
|
{
|
|
|
|
|
//Create the tile array
|
2019-04-27 12:21:33 +00:00
|
|
|
|
tiles = new GameObject[mapSize, mapSize];
|
2019-04-27 11:38:29 +00:00
|
|
|
|
//Generate the map
|
|
|
|
|
GenerateMap();
|
|
|
|
|
}
|
|
|
|
|
}
|