level prefabs, and somewhat lvl gen

This commit is contained in:
Xaver Drabik 2024-12-31 00:18:30 +01:00
parent d0e6683448
commit c94dbd92b8
66 changed files with 1927 additions and 135 deletions

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@ -151,8 +260,27 @@ MonoBehaviour:
width: 20
height: 20
maxRooms: 15
floorPrefab: {fileID: 433788808}
floorPrefab: {fileID: 0}
wallPrefab: {fileID: 1192638862}
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View File

@ -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;
}
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;
}
}
}
}