level prefabs, and somewhat lvl gen
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room4DPrefabs:
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--- !u!1 &1192638862
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GameObject:
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m_LocalScale: {x: 1, y: 1, z: 1}
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z
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@ -521,5 +540,5 @@ SceneRoots:
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- {fileID: 248024267}
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- {fileID: 433788812}
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- {fileID: 1192638866}
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- {fileID: 121385967}
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@ -1,5 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.VisualScripting;
|
||||
using Unity.VisualScripting.FullSerializer;
|
||||
using UnityEngine;
|
||||
using GameObject = UnityEngine.GameObject;
|
||||
@ -8,9 +9,13 @@ public class LevelManager : MonoBehaviour
|
||||
{
|
||||
public int width = 20;
|
||||
public int height = 20;
|
||||
public int maxRooms = 50; // Maximum number of rooms to generate
|
||||
public int maxRooms = 15; // Maximum number of rooms to generate
|
||||
public GameObject floorPrefab;
|
||||
public GameObject wallPrefab;
|
||||
public List<GameObject> room1DPrefabs;
|
||||
public List<GameObject> room2DPrefabs;
|
||||
public List<GameObject> room3DPrefabs;
|
||||
public List<GameObject> room4DPrefabs;
|
||||
|
||||
private int[,] grid;
|
||||
private System.Random rng = new System.Random();
|
||||
@ -79,10 +84,14 @@ void RoomCheck(int posX, int posY)
|
||||
|
||||
int occupiedRoomCount = 0;
|
||||
|
||||
if (posX + 1 < grid.GetLength(0)) occupiedRoomCount += grid[posX + 1, posY];
|
||||
if (posX - 1 >= 0) occupiedRoomCount += grid[posX - 1, posY];
|
||||
if (posY + 1 < grid.GetLength(1)) occupiedRoomCount += grid[posX, posY + 1];
|
||||
if (posY - 1 >= 0) occupiedRoomCount += grid[posX, posY - 1];
|
||||
if (posX + 1 < grid.GetLength(0))
|
||||
occupiedRoomCount += grid[posX + 1, posY];
|
||||
if (posX - 1 >= 0)
|
||||
occupiedRoomCount += grid[posX - 1, posY];
|
||||
if (posY + 1 < grid.GetLength(1))
|
||||
occupiedRoomCount += grid[posX, posY + 1];
|
||||
if (posY - 1 >= 0)
|
||||
occupiedRoomCount += grid[posX, posY - 1];
|
||||
|
||||
if (occupiedRoomCount > 1)
|
||||
{
|
||||
@ -97,16 +106,71 @@ void RoomCheck(int posX, int posY)
|
||||
void RenderDungeon()
|
||||
{
|
||||
string dungeon = "";
|
||||
|
||||
for (int x = 0; x < width; x++)
|
||||
{
|
||||
string dungeon1 = "";
|
||||
for (int y = 0; y < height; y++)
|
||||
{
|
||||
dungeon1 += grid[x, y];
|
||||
dungeon += grid[x, y];
|
||||
if (grid[x, y] == 1)
|
||||
{
|
||||
string room="";
|
||||
if ((y - 1 >= 0) && (grid[x, y-1] == 1))
|
||||
{
|
||||
room += "u";
|
||||
}
|
||||
if ((y + 1 < grid.GetLength(1)) && (grid[x, y+1] == 1))
|
||||
{
|
||||
room += "d";
|
||||
}
|
||||
if ((x - 1 >= 0) && (grid[x-1, y] == 1))
|
||||
{
|
||||
room += "l";
|
||||
}
|
||||
if ((x + 1 < grid.GetLength(0)) && (grid[x+1, y] == 1))
|
||||
{
|
||||
room += "r";
|
||||
}
|
||||
|
||||
AddRoom(room, room.Length, new Vector2(x, y));
|
||||
}
|
||||
}
|
||||
|
||||
dungeon += dungeon1 + "\n";
|
||||
dungeon += "\n";
|
||||
}
|
||||
print(dungeon);
|
||||
}
|
||||
|
||||
void AddRoom(string roomName, int roomDimension, Vector2 roomPosition)
|
||||
{
|
||||
List<GameObject> roomPrefabs = null;
|
||||
switch (roomDimension)
|
||||
{
|
||||
case 1:
|
||||
roomPrefabs = room1DPrefabs;
|
||||
break;
|
||||
case 2:
|
||||
roomPrefabs = room2DPrefabs;
|
||||
break;
|
||||
case 3:
|
||||
roomPrefabs = room3DPrefabs;
|
||||
break;
|
||||
case 4:
|
||||
roomPrefabs = room4DPrefabs;
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
|
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for (int i = 0; i < roomPrefabs.Count; i++)
|
||||
{
|
||||
if (roomPrefabs[i].name == roomName+"-base")
|
||||
{
|
||||
float xMult = roomPrefabs[i].GetComponent<Renderer>().bounds.extents.x*2;
|
||||
float yMult = roomPrefabs[i].GetComponent<Renderer>().bounds.extents.z*2;
|
||||
Instantiate(roomPrefabs[i], new Vector3((roomPosition.x - (int)width / 2)*xMult, 0f, (roomPosition.y - (int)height / 2)*yMult), Quaternion.Euler(0f, 0f, 0f));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user