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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 room1DPrefabs; + public List room2DPrefabs; + public List room3DPrefabs; + public List 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 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().bounds.extents.x*2; + float yMult = roomPrefabs[i].GetComponent().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; + } + } + } }