Функция для выбора расположения стартовой комнаты

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vladislove 2026-09-25 23:49:29 +03:00
parent 458e0cc98b
commit 236fd9d9f6
10 changed files with 641 additions and 577 deletions

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@ -1,10 +1,11 @@
using System.Collections.Generic;
using UnityEngine;
namespace _Project.Scripts.LevelGenerating
{
public class Room
{
public Room(Vector2 position, int wigth, int length, RoomType rt)
public Room(Vector2 position, int wigth, int length, RoomType rt):this()
{
Position = position;
Wigth = wigth;
@ -14,12 +15,33 @@ namespace _Project.Scripts.LevelGenerating
public Room()
{
exits = new List<ExitsInRoomType>();
}
public Room(Vector2 position, int wigth, int length, RoomType rt, EntranceToRoomType entrance):this()
{
Position = position;
Wigth = wigth;
Length = length;
this.rt = rt;
this.entrance = entrance;
}
public Room(int wigth, int length, RoomType rt):this()
{
Wigth = wigth;
Length = length;
this.rt = rt;
}
public int Wigth { get; set; }
public int Length { get; set; }
public Vector2 Position;
public RoomType rt { get; set; }
public EntranceToRoomType entrance { get; set; }
public List<ExitsInRoomType> exits { get; set; }
}
}

View File

@ -12,4 +12,21 @@ namespace _Project.Scripts.LevelGenerating
SwitchboardRoom,
BoilerRoom
}
public enum ExitsInRoomType
{
XAxisP,
ZAxisP,
XAxisN,
ZAxisN,
Null
}
public enum EntranceToRoomType
{
XAxisP,
ZAxisP,
XAxisN,
ZAxisN,
Null
}
}

View File

@ -8,10 +8,11 @@ namespace _Project.Scripts.LevelGenerating
[SerializeField] private int floorsCount;
[SerializeField] private int lengthWallMin;
[SerializeField] private int lengthWallMax;
[SerializeField] private int lengthStartRoomA;
[SerializeField] private int lengthStartRoomB;
[SerializeField] private int lengthFloorMax;
[SerializeField] private int lengthFloorMin;
[SerializeField] private int lengthStartRoom;
[SerializeField] private int lengthFloor;
[SerializeField] private GameObject GameObjectA;
[SerializeField] private GameObject GameObjectB;
private int RoomCount;
private LevelManager levelManager;
@ -19,12 +20,13 @@ namespace _Project.Scripts.LevelGenerating
void Start()
{
levelManager = LevelManager.Instance;
CreateStartRoom();
}
void GenerateRooms()
{
RoomCount = Random.Range(roomCountMin, roomCountMax);
LevelManager.Rooms.Add(new Room(Vector2.zero,lengthStartRoomA, lengthStartRoomB,RoomType.Start));
LevelManager.Rooms.Add(new Room(Vector2.zero,lengthStartRoom, lengthStartRoom,RoomType.Start));
}
@ -38,7 +40,83 @@ namespace _Project.Scripts.LevelGenerating
room.Length = a;
room.Wigth = b;
}
void CreateStartRoom()
{
float randValue = Random.value;
int xR, zR;
Vector2Int posStartRoom = new Vector2Int();
Room room = new Room( lengthStartRoom, lengthStartRoom, RoomType.Start);
if (randValue < 0.25f) //1 квадрант
{
xR = Random.Range(0,lengthFloor/2-lengthStartRoom);
if (xR + lengthStartRoom <= lengthFloor / 4)
{
room.exits.Add(ExitsInRoomType.XAxisP);
zR = Random.Range(0, lengthFloor/2-lengthStartRoom);
}
else
{
room.exits.Add(ExitsInRoomType.ZAxisP);
zR = Random.Range(0, lengthFloor/4-lengthStartRoom);
}
}
else if (randValue < 0.5f) // 2 квадрант
{
xR = Random.Range(lengthFloor/2, lengthFloor-lengthStartRoom);//от половины до конца
if (xR + lengthStartRoom <= lengthFloor * 3/4)
{
room.exits.Add(ExitsInRoomType.ZAxisP);
zR = Random.Range(0, lengthFloor/4-lengthStartRoom);
}
else
{
room.exits.Add(ExitsInRoomType.XAxisN);
zR = Random.Range(0, lengthFloor/2-lengthStartRoom);
}
}
else if (randValue < 0.75f)
{
xR = Random.Range(lengthFloor / 2, lengthFloor - lengthStartRoom);
if (xR + lengthStartRoom <= lengthFloor * 3 / 4)
{
room.exits.Add(ExitsInRoomType.ZAxisN);
zR = Random.Range(lengthFloor * 3 / 4, lengthFloor - lengthStartRoom);
}
else
{
room.exits.Add(ExitsInRoomType.XAxisN);
zR = Random.Range(lengthFloor / 2, lengthFloor - lengthStartRoom);
}
}
else
{
xR = Random.Range(0, lengthFloor / 2 - lengthStartRoom);
if (xR + lengthStartRoom <= lengthFloor / 4)
{
room.exits.Add(ExitsInRoomType.XAxisP);
zR = Random.Range(lengthFloor / 2, lengthFloor - lengthStartRoom);
}
else
{
room.exits.Add(ExitsInRoomType.ZAxisN);
zR = Random.Range(lengthFloor * 3 / 4, lengthFloor - lengthStartRoom);
}
}
room.entrance = EntranceToRoomType.Null;
LevelManager.Rooms.Add(room);
Instantiate(GameObjectA, new Vector3(0,-1,0), Quaternion.identity);
Instantiate(GameObjectB, new Vector3(xR,0,zR), Quaternion.identity);
Instantiate(GameObjectB, new Vector3(xR+lengthStartRoom,0,zR), Quaternion.identity);
Instantiate(GameObjectB, new Vector3(xR+lengthStartRoom,0,zR+lengthStartRoom), Quaternion.identity);
Instantiate(GameObjectB, new Vector3(xR,0,zR+lengthStartRoom), Quaternion.identity);
}
}
}