82 lines
2.4 KiB
C#
82 lines
2.4 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Map : MonoBehaviour
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{
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public const int SIZE_X = 30;
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public const int SIZE_Y = 30;
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public GameObject[,] tiles;
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public Sprite wallSprite;
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public Sprite floorSprite;
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public GameObject tilePrefab;
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public Tile GetTile(int x, int y) {
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GameObject tileObject = tiles[x, y];
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Tile tile = tileObject.GetComponent<Tile>();
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return tile;
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}
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private void InitTile(int x, int y, bool is_walkable, Sprite tile_sprite) {
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GameObject tileObject = Instantiate(tilePrefab);
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tileObject.transform.position = new Vector3(x, y, 0);
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tiles[x, y] = tileObject;
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Tile tile = GetTile(x, y);
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tile.is_walkable = is_walkable;
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tile.tile_sprite = tile_sprite;
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}
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private void FillWithWalls() {
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for(int x = 0; x < SIZE_X; x++) {
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for(int y = 0; y < SIZE_Y; y++) {
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InitTile(x, y, false, wallSprite);
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}
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}
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}
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private void GenerateSquare(int start_x, int start_y, int end_x, int end_y) {
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for(int x = start_x; x <= end_x; x++) {
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for(int y = start_y; y <= end_y; y++) {
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InitTile(x, y, true, floorSprite);
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}
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}
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}
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private void GenerateCorridor(int start_x, int start_y, int end_x, int end_y, bool horizontal_priority) {
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if(horizontal_priority) {
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for(int x = start_x; x <= end_x; x++) {
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InitTile(x, start_y, true, floorSprite);
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}
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for(int y = start_y; y <= end_y; y++) {
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InitTile(end_x, y, true, floorSprite);
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}
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}
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else {
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for(int y = start_y; y <= end_y; y++) {
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InitTile(start_x, y, true, floorSprite);
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}
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for(int x = start_x; x <= end_x; x++) {
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InitTile(x, end_y, true, floorSprite);
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}
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}
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}
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private void GenerateMap() {
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FillWithWalls();
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//Generate a random Square
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int start_x = Random.Range(0, SIZE_X);
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int start_y = Random.Range(0, SIZE_Y);
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int end_x = Random.Range(start_x, SIZE_X);
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int end_y = Random.Range(start_y, SIZE_Y);
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GenerateSquare(start_x, start_y, end_x, end_y);
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}
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private void Start()
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{
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//Create the tile array
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tiles = new GameObject[SIZE_X, SIZE_Y];
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//Generate the map
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GenerateMap();
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}
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}
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