commit
This commit is contained in:
parent
66296dd31a
commit
39b5006295
8 changed files with 226 additions and 30 deletions
8
Assets/Animations.meta
Normal file
8
Assets/Animations.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ef3d86d84c224344a94715cdfa9fe32c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Animators.meta
Normal file
8
Assets/Animators.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 043f304edcc831c4ea9fcf0e1a2e520d
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Assets.meta
Normal file
8
Assets/Assets.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0460346d99d385241a6d87bbd10aceb8
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/PhysMats.meta
Normal file
8
Assets/PhysMats.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e823a56cb429e4b49becdc740fba66b9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -43,7 +43,10 @@ MonoBehaviour:
|
|||
m_Script: {fileID: 11500000, guid: 052bc569472779a429bfc51246f723d4, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
mapSize: 30
|
||||
roomsToGenerate: 5
|
||||
wallSprite: {fileID: 21300000, guid: f5be5362b22aa6c48993a720ec6c9b84, type: 3}
|
||||
floorSprite: {fileID: 21300000, guid: e0e60c9a4ff0b8e429e6cfe316da9bbf, type: 3}
|
||||
roomSprite: {fileID: 21300000, guid: e0e60c9a4ff0b8e429e6cfe316da9bbf, type: 3}
|
||||
corridorSprite: {fileID: 21300000, guid: e0e60c9a4ff0b8e429e6cfe316da9bbf, type: 3}
|
||||
tilePrefab: {fileID: 3219556109866242471, guid: 0e0b618b5499bbb40b076c0291d55487,
|
||||
type: 3}
|
||||
|
|
|
@ -2,6 +2,119 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class ImpossibleCorridorError : System.Exception
|
||||
{
|
||||
public ImpossibleCorridorError() { }
|
||||
public ImpossibleCorridorError(string message) : base(message) { }
|
||||
public ImpossibleCorridorError(string message, System.Exception inner) : base(message, inner) { }
|
||||
protected ImpossibleCorridorError(
|
||||
System.Runtime.Serialization.SerializationInfo info,
|
||||
System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
|
||||
}
|
||||
|
||||
public class IntVector2 {
|
||||
public int x;
|
||||
public int y;
|
||||
|
||||
public IntVector2(int x, int y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
public class MapRoom {
|
||||
public readonly IntVector2 start;
|
||||
public readonly IntVector2 end;
|
||||
public readonly int mapSize;
|
||||
|
||||
public MapRoom(int mapSize) {
|
||||
this.mapSize = mapSize;
|
||||
start = new IntVector2(Random.Range(0, mapSize), Random.Range(0, mapSize));
|
||||
end = new IntVector2(Random.Range(0, mapSize), Random.Range(0, mapSize));
|
||||
if(start.x > end.x) {
|
||||
int swap = start.x;
|
||||
start.x = end.x;
|
||||
end.x = swap;
|
||||
}
|
||||
if(start.y > end.y) {
|
||||
int swap = start.y;
|
||||
start.y = end.y;
|
||||
end.y = swap;
|
||||
}
|
||||
}
|
||||
|
||||
public IntVector2 RightCorridorAttachment() {
|
||||
if(end.x+1 >= mapSize) {
|
||||
throw new ImpossibleCorridorError();
|
||||
}
|
||||
return new IntVector2(end.x+1, Random.Range(start.y, end.y+1));
|
||||
}
|
||||
|
||||
public IntVector2 LeftCorridorAttachment() {
|
||||
if(start.x-1 <= 0) {
|
||||
throw new ImpossibleCorridorError();
|
||||
}
|
||||
return new IntVector2(start.x-1, Random.Range(start.y, start.y-1));
|
||||
}
|
||||
|
||||
public IntVector2 TopCorridorAttachment() {
|
||||
if(end.y+1 >= mapSize) {
|
||||
throw new ImpossibleCorridorError();
|
||||
}
|
||||
return new IntVector2(Random.Range(start.x, end.x+1), end.y+1);
|
||||
}
|
||||
|
||||
public IntVector2 BottomCorridorAttachment() {
|
||||
if(start.y-1 <= 0) {
|
||||
throw new ImpossibleCorridorError();
|
||||
}
|
||||
return new IntVector2(Random.Range(start.x, end.x+1), start.y-1);
|
||||
}
|
||||
}
|
||||
|
||||
public enum CorridorModes {
|
||||
bottomToTop,
|
||||
topToBottom,
|
||||
rightToLeft,
|
||||
leftToRight
|
||||
}
|
||||
|
||||
public class MapCorridor {
|
||||
public readonly IntVector2 start;
|
||||
public readonly IntVector2 end;
|
||||
public readonly bool horizontal_priority;
|
||||
|
||||
public MapCorridor(MapRoom from, MapRoom to, int mapSize) {
|
||||
List<CorridorModes> corridorModes = new List<CorridorModes>();
|
||||
//Find allowed CorridorModes
|
||||
if(from.end.y <= to.start.y) corridorModes.Add(CorridorModes.bottomToTop);
|
||||
if(from.start.y >= to.end.y) corridorModes.Add(CorridorModes.topToBottom);
|
||||
if(from.end.x <= to.start.y) corridorModes.Add(CorridorModes.rightToLeft);
|
||||
if(from.start.y >= to.end.y) corridorModes.Add(CorridorModes.leftToRight);
|
||||
//Select and use a corridor mode
|
||||
CorridorModes corridorMode = corridorModes[Random.Range(0, corridorModes.Count)];
|
||||
if(corridorMode == CorridorModes.bottomToTop) {
|
||||
start = from.BottomCorridorAttachment();
|
||||
end = to.TopCorridorAttachment();
|
||||
}
|
||||
if(corridorMode == CorridorModes.topToBottom) {
|
||||
start = from.TopCorridorAttachment();
|
||||
end = to.BottomCorridorAttachment();
|
||||
}
|
||||
if(corridorMode == CorridorModes.rightToLeft) {
|
||||
start = from.RightCorridorAttachment();
|
||||
end = to.LeftCorridorAttachment();
|
||||
}
|
||||
if(corridorMode == CorridorModes.leftToRight) {
|
||||
start = from.LeftCorridorAttachment();
|
||||
end = to.RightCorridorAttachment();
|
||||
}
|
||||
//50%
|
||||
horizontal_priority = Random.Range(0f, 1f) >= 0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
public class Map : MonoBehaviour
|
||||
{
|
||||
[BeforeStartAttribute]
|
||||
|
@ -11,23 +124,32 @@ public class Map : MonoBehaviour
|
|||
public int roomsToGenerate = 5;
|
||||
|
||||
[BeforeStartAttribute]
|
||||
public int maxRoomSize = 8;
|
||||
|
||||
public GameObject[,] tiles;
|
||||
public Sprite wallSprite;
|
||||
public Sprite floorSprite;
|
||||
|
||||
[BeforeStartAttribute]
|
||||
public Sprite roomSprite;
|
||||
|
||||
[BeforeStartAttribute]
|
||||
public Sprite corridorSprite;
|
||||
|
||||
[BeforeStartAttribute]
|
||||
public GameObject tilePrefab;
|
||||
|
||||
private GameObject[,] tiles;
|
||||
private List<MapRoom> rooms;
|
||||
private System.Random rnd;
|
||||
|
||||
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) {
|
||||
private void InitTile(int x, int y, bool walkable, Sprite tile_sprite, bool roomPart) {
|
||||
Tile tile = GetTile(x, y);
|
||||
tile.walkable = is_walkable;
|
||||
tile.walkable = walkable;
|
||||
tile.sprite = tile_sprite;
|
||||
tile.roomPart = roomPart;
|
||||
}
|
||||
|
||||
private void FillWithWalls() {
|
||||
|
@ -43,48 +165,78 @@ public class Map : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
private void PlaceRoom(int start_x, int start_y, int end_x, int end_y) {
|
||||
for(int x = start_x; x <= end_x; x++) {
|
||||
for(int y = start_y; y <= end_y; y++) {
|
||||
InitTile(x, y, true, floorSprite);
|
||||
private void PlaceRoom(MapRoom mr) {
|
||||
for(int x = mr.start.x; x <= mr.end.x; x++) {
|
||||
for(int y = mr.start.y; y <= mr.end.y; y++) {
|
||||
InitTile(x, y, true, roomSprite, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void PlaceCorridor(int start_x, int start_y, int end_x, int end_y, bool horizontal_priority) {
|
||||
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);
|
||||
private bool ScanRoom(MapRoom mr) {
|
||||
//Returns true if the room can be safely placed
|
||||
for(int x = Mathf.Clamp(mr.start.x-1, 0, mapSize-1); x <= Mathf.Clamp(mr.end.x+1, 0, mapSize-1); x++) {
|
||||
for(int y = Mathf.Clamp(mr.start.y-1, 0, mapSize-1); y <= Mathf.Clamp(mr.end.y+1, 0, mapSize-1); y++) {
|
||||
if(GetTile(x, y).walkable) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
for(int y = start_y; y <= end_y; y++) {
|
||||
InitTile(start_x, y, true, floorSprite);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void PlaceCorridor(MapCorridor mc) {
|
||||
IntVector2 cursor = new IntVector2(mc.start.x, mc.start.y);
|
||||
InitTile(cursor.x, cursor.y, true, corridorSprite, false);
|
||||
if(mc.horizontal_priority) {
|
||||
while(cursor.x != mc.end.x) {
|
||||
if(cursor.x > mc.end.x) cursor.x--;
|
||||
else cursor.x++;
|
||||
InitTile(cursor.x, cursor.y, true, corridorSprite, false);
|
||||
}
|
||||
for(int x = start_x; x <= end_x; x++) {
|
||||
InitTile(x, end_y, true, floorSprite);
|
||||
while(cursor.y != mc.end.y) {
|
||||
if(cursor.y > mc.end.y) cursor.y--;
|
||||
else cursor.y++;
|
||||
InitTile(cursor.x, cursor.y, true, corridorSprite, false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
while(cursor.y != mc.end.y) {
|
||||
if(cursor.y > mc.end.y) cursor.y--;
|
||||
else cursor.y++;
|
||||
InitTile(cursor.x, cursor.y, true, corridorSprite, false);
|
||||
}
|
||||
while(cursor.x != mc.end.x) {
|
||||
if(cursor.x > mc.end.x) cursor.x--;
|
||||
else cursor.x++;
|
||||
InitTile(cursor.x, cursor.y, true, corridorSprite, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void GenerateMap() {
|
||||
FillWithWalls();
|
||||
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);
|
||||
while(rooms.Count < roomsToGenerate) {
|
||||
MapRoom room = new MapRoom(mapSize);
|
||||
if(ScanRoom(room)) {
|
||||
PlaceRoom(room);
|
||||
rooms.Add(room);
|
||||
}
|
||||
if(rooms.Count > 1) {
|
||||
MapRoom from = rooms[Random.Range(0, rooms.Count)];
|
||||
MapRoom to = rooms[Random.Range(0, rooms.Count)];
|
||||
MapCorridor corridor = new MapCorridor(from, to, mapSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
//Create the tile array
|
||||
//Initialize everything
|
||||
tiles = new GameObject[mapSize, mapSize];
|
||||
rooms = new List<MapRoom>();
|
||||
rnd = new System.Random();
|
||||
//Generate the map
|
||||
GenerateMap();
|
||||
}
|
||||
|
|
|
@ -5,6 +5,7 @@ using UnityEngine;
|
|||
public class Tile : MonoBehaviour
|
||||
{
|
||||
public bool walkable;
|
||||
public bool roomPart;
|
||||
public Sprite sprite;
|
||||
|
||||
private SpriteRenderer spriteRenderer;
|
||||
|
|
8
Assets/Sounds.meta
Normal file
8
Assets/Sounds.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 19c0d85909aede34bb371863f187b9e0
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in a new issue