Функция для выбора расположения стартовой комнаты
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Normal file
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Normal file
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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; }
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@ -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
|
||||
}
|
||||
}
|
||||
@ -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));
|
||||
|
||||
}
|
||||
|
||||
@ -39,6 +41,82 @@ namespace _Project.Scripts.LevelGenerating
|
||||
room.Wigth = b;
|
||||
}
|
||||
|
||||
void CreateStartRoom()
|
||||
{
|
||||
float randValue = Random.value;
|
||||
int xR, zR;
|
||||
Vector2Int posStartRoom = new Vector2Int();
|
||||
|
||||
Room room = new Room( lengthStartRoom, lengthStartRoom, RoomType.Start);
|
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if (randValue < 0.25f) //1 квадрант
|
||||
{
|
||||
xR = Random.Range(0,lengthFloor/2-lengthStartRoom);
|
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if (xR + lengthStartRoom <= lengthFloor / 4)
|
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{
|
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room.exits.Add(ExitsInRoomType.XAxisP);
|
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zR = Random.Range(0, lengthFloor/2-lengthStartRoom);
|
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}
|
||||
else
|
||||
{
|
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room.exits.Add(ExitsInRoomType.ZAxisP);
|
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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)
|
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{
|
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room.exits.Add(ExitsInRoomType.ZAxisP);
|
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zR = Random.Range(0, lengthFloor/4-lengthStartRoom);
|
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}
|
||||
else
|
||||
{
|
||||
room.exits.Add(ExitsInRoomType.XAxisN);
|
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zR = Random.Range(0, lengthFloor/2-lengthStartRoom);
|
||||
}
|
||||
}
|
||||
else if (randValue < 0.75f)
|
||||
{
|
||||
xR = Random.Range(lengthFloor / 2, lengthFloor - lengthStartRoom);
|
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if (xR + lengthStartRoom <= lengthFloor * 3 / 4)
|
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{
|
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room.exits.Add(ExitsInRoomType.ZAxisN);
|
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zR = Random.Range(lengthFloor * 3 / 4, lengthFloor - lengthStartRoom);
|
||||
}
|
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else
|
||||
{
|
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room.exits.Add(ExitsInRoomType.XAxisN);
|
||||
zR = Random.Range(lengthFloor / 2, lengthFloor - lengthStartRoom);
|
||||
}
|
||||
}
|
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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);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user