twinStick/twinStickCrawler/Assets/Scripts/LevelCreation/LevelManager.cs

175 lines
5.0 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using Unity.VisualScripting.FullSerializer;
using UnityEngine;
using GameObject = UnityEngine.GameObject;
public class LevelManager : MonoBehaviour
{
public int width = 20;
public int height = 20;
public int maxRooms = 15; // Maximum number of rooms to generate
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();
private int roomCount = 0; // Counter for the number of rooms created
private List<Vector2> rooms = new List<Vector2>();
void Start()
{
grid = new int[width, height];
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
grid[i, j] = 0;
}
}
grid[(int)(width / 2), (int)(height / 2)] = 1;
rooms.Add(new Vector2((int)(width / 2), (int)(height / 2)));
GenerateDungeon(maxRooms);
RenderDungeon();
}
void GenerateDungeon(int maxRooms)
{
int roomId = 0;
int iteration = 0;
while (rooms.Count < maxRooms && iteration <= 1000)
{
iteration++;
for (int r = 0; r < 4; r++)
{
int posX = (int)rooms[roomId].x;
int posY = (int)rooms[roomId].y;
switch (r)
{
case 0: if (posX + 1 < grid.GetLength(0)) RoomCheck(posX + 1, posY); break;
case 1: if (posX - 1 >= 0) RoomCheck(posX - 1, posY); break;
case 2: if (posY + 1 < grid.GetLength(1)) RoomCheck(posX, posY + 1); break;
case 3: if (posY - 1 >= 0) RoomCheck(posX, posY - 1); break;
}
if (rooms.Count >= maxRooms)
{
break;
}
}
roomId = (roomId + 1) % rooms.Count;
}
if (iteration > 1000)
{
Debug.LogError("Maximum iterations reached.");
}
}
void RoomCheck(int posX, int posY)
{
if (grid[posX, posY] == 1 || Random.Range(0, 2) == 1)
{
return;
}
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 (occupiedRoomCount > 1)
{
return;
}
grid[posX, posY] = 1;
rooms.Add(new Vector2(posX, posY));
}
void RenderDungeon()
{
string dungeon = "";
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; 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 < grid.GetLength(0)) && (grid[x+1, y] == 1))
{
room += "l";
}
if ((x - 1 >= 0) && (grid[x-1, y] == 1))
{
room += "r";
}
AddRoom(room, room.Length, new Vector2(x, y));
}
}
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;
}
}
}
}