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Steffo 2019-04-27 16:15:38 +02:00
parent 66296dd31a
commit 39b5006295
8 changed files with 226 additions and 30 deletions

8
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@ -43,7 +43,10 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 052bc569472779a429bfc51246f723d4, type: 3} m_Script: {fileID: 11500000, guid: 052bc569472779a429bfc51246f723d4, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
mapSize: 30
roomsToGenerate: 5
wallSprite: {fileID: 21300000, guid: f5be5362b22aa6c48993a720ec6c9b84, type: 3} 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, tilePrefab: {fileID: 3219556109866242471, guid: 0e0b618b5499bbb40b076c0291d55487,
type: 3} type: 3}

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@ -2,6 +2,119 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; 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 public class Map : MonoBehaviour
{ {
[BeforeStartAttribute] [BeforeStartAttribute]
@ -11,23 +124,32 @@ public class Map : MonoBehaviour
public int roomsToGenerate = 5; public int roomsToGenerate = 5;
[BeforeStartAttribute] [BeforeStartAttribute]
public int maxRoomSize = 8;
public GameObject[,] tiles;
public Sprite wallSprite; public Sprite wallSprite;
public Sprite floorSprite;
[BeforeStartAttribute]
public Sprite roomSprite;
[BeforeStartAttribute]
public Sprite corridorSprite;
[BeforeStartAttribute]
public GameObject tilePrefab; public GameObject tilePrefab;
private GameObject[,] tiles;
private List<MapRoom> rooms;
private System.Random rnd;
public Tile GetTile(int x, int y) { public Tile GetTile(int x, int y) {
GameObject tileObject = tiles[x, y]; GameObject tileObject = tiles[x, y];
Tile tile = tileObject.GetComponent<Tile>(); Tile tile = tileObject.GetComponent<Tile>();
return 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 tile = GetTile(x, y);
tile.walkable = is_walkable; tile.walkable = walkable;
tile.sprite = tile_sprite; tile.sprite = tile_sprite;
tile.roomPart = roomPart;
} }
private void FillWithWalls() { 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) { private void PlaceRoom(MapRoom mr) {
for(int x = start_x; x <= end_x; x++) { for(int x = mr.start.x; x <= mr.end.x; x++) {
for(int y = start_y; y <= end_y; y++) { for(int y = mr.start.y; y <= mr.end.y; y++) {
InitTile(x, y, true, floorSprite); InitTile(x, y, true, roomSprite, true);
} }
} }
} }
private void PlaceCorridor(int start_x, int start_y, int end_x, int end_y, bool horizontal_priority) { private bool ScanRoom(MapRoom mr) {
if(horizontal_priority) { //Returns true if the room can be safely placed
for(int x = start_x; x <= end_x; x++) { for(int x = Mathf.Clamp(mr.start.x-1, 0, mapSize-1); x <= Mathf.Clamp(mr.end.x+1, 0, mapSize-1); x++) {
InitTile(x, start_y, true, floorSprite); 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) {
for(int y = start_y; y <= end_y; y++) { return false;
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++) { return true;
InitTile(x, end_y, true, floorSprite); }
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);
}
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() { private void GenerateMap() {
FillWithWalls(); FillWithWalls();
for(int i = 0; i < roomsToGenerate; i++) { while(rooms.Count < roomsToGenerate) {
int start_x = Random.Range(0, mapSize); MapRoom room = new MapRoom(mapSize);
int start_y = Random.Range(0, mapSize); if(ScanRoom(room)) {
int end_x = Random.Range(0, mapSize) + start_x; PlaceRoom(room);
int end_y = Random.Range(0, mapSize) + start_y; rooms.Add(room);
PlaceRoom(start_x, start_y, end_x, end_y); }
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() private void Start()
{ {
//Create the tile array //Initialize everything
tiles = new GameObject[mapSize, mapSize]; tiles = new GameObject[mapSize, mapSize];
rooms = new List<MapRoom>();
rnd = new System.Random();
//Generate the map //Generate the map
GenerateMap(); GenerateMap();
} }

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@ -5,6 +5,7 @@ using UnityEngine;
public class Tile : MonoBehaviour public class Tile : MonoBehaviour
{ {
public bool walkable; public bool walkable;
public bool roomPart;
public Sprite sprite; public Sprite sprite;
private SpriteRenderer spriteRenderer; private SpriteRenderer spriteRenderer;

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