level generation + bases
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twinStickCrawler/Assets/Prefabs/Meta.prefab
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Load Diff
8
twinStickCrawler/Assets/Scripts/LevelCreation.meta
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112
twinStickCrawler/Assets/Scripts/LevelCreation/LevelManager.cs
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112
twinStickCrawler/Assets/Scripts/LevelCreation/LevelManager.cs
Normal file
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using System.Collections.Generic;
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using System.Linq;
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using Unity.VisualScripting.FullSerializer;
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using UnityEngine;
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using GameObject = UnityEngine.GameObject;
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public class LevelManager : MonoBehaviour
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{
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public int width = 20;
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public int height = 20;
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public int maxRooms = 50; // Maximum number of rooms to generate
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public GameObject floorPrefab;
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public GameObject wallPrefab;
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private int[,] grid;
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private System.Random rng = new System.Random();
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private int roomCount = 0; // Counter for the number of rooms created
|
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private List<Vector2> rooms = new List<Vector2>();
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void Start()
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{
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grid = new int[width, height];
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for (int i = 0; i < width; i++)
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{
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for (int j = 0; j < height; j++)
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{
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grid[i, j] = 0;
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}
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}
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grid[(int)(width / 2), (int)(height / 2)] = 1;
|
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rooms.Add(new Vector2((int)(width / 2), (int)(height / 2)));
|
||||
|
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GenerateDungeon(maxRooms);
|
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RenderDungeon();
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}
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void GenerateDungeon(int maxRooms)
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{
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int roomId = 0;
|
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int iteration = 0;
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while (rooms.Count < maxRooms && iteration <= 1000)
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{
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iteration++;
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for (int r = 0; r < 4; r++)
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{
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int posX = (int)rooms[roomId].x;
|
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int posY = (int)rooms[roomId].y;
|
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switch (r)
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{
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case 0: if (posX + 1 < grid.GetLength(0)) RoomCheck(posX + 1, posY); break;
|
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case 1: if (posX - 1 >= 0) RoomCheck(posX - 1, posY); break;
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case 2: if (posY + 1 < grid.GetLength(1)) RoomCheck(posX, posY + 1); break;
|
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case 3: if (posY - 1 >= 0) RoomCheck(posX, posY - 1); break;
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}
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if (rooms.Count >= maxRooms)
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{
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break;
|
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}
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}
|
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|
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roomId = (roomId + 1) % rooms.Count;
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}
|
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if (iteration > 1000)
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{
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Debug.LogError("Maximum iterations reached.");
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}
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}
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void RoomCheck(int posX, int posY)
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{
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if (grid[posX, posY] == 1 || Random.Range(0, 2) == 1)
|
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{
|
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return;
|
||||
}
|
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|
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int occupiedRoomCount = 0;
|
||||
|
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if (posX + 1 < grid.GetLength(0)) occupiedRoomCount += grid[posX + 1, posY];
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if (posX - 1 >= 0) occupiedRoomCount += grid[posX - 1, posY];
|
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if (posY + 1 < grid.GetLength(1)) occupiedRoomCount += grid[posX, posY + 1];
|
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if (posY - 1 >= 0) occupiedRoomCount += grid[posX, posY - 1];
|
||||
|
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if (occupiedRoomCount > 1)
|
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{
|
||||
return;
|
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}
|
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|
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grid[posX, posY] = 1;
|
||||
rooms.Add(new Vector2(posX, posY));
|
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}
|
||||
|
||||
|
||||
void RenderDungeon()
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{
|
||||
string dungeon = "";
|
||||
for (int x = 0; x < width; x++)
|
||||
{
|
||||
string dungeon1 = "";
|
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for (int y = 0; y < height; y++)
|
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{
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dungeon1 += grid[x, y];
|
||||
}
|
||||
|
||||
dungeon += dungeon1 + "\n";
|
||||
}
|
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print(dungeon);
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}
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}
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|
Loading…
Reference in New Issue
Block a user