Начал генерить генерацию комнат

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vladislav 2026-09-24 16:15:28 +03:00
parent e11ce6a0b0
commit 3ec3254efd
12 changed files with 738 additions and 12 deletions

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using System.Collections.Generic;
using UnityEngine;
public class ProceduralLevelGenerator : MonoBehaviour
{
[Header("Настройки генерации")]
public int numberOfRooms = 8;
public Vector2Int minRoomSize = new Vector2Int(5, 5);
public Vector2Int maxRoomSize = new Vector2Int(12, 12);
public float tileSize = 2f;
public float wallHeight = 8f; // Ты указал высоту 8
[Header("Префабы строительных блоков")]
public GameObject floorPrefab;
public GameObject wallPrefab;
// Структура клетки
private class Cell
{
public int roomID;
public int floorHeight;
}
// Структура для прохода (двери)
private class Passage
{
public Vector2Int cellA; // Клетка из одной комнаты
public Vector2Int cellB; // Клетка из другой комнаты
}
private Dictionary<Vector2Int, Cell> levelMap = new Dictionary<Vector2Int, Cell>();
private List<RectInt> rooms = new List<RectInt>();
// Список всех прорубленных проходов
private List<Passage> passages = new List<Passage>();
void Start()
{
GenerateLayout();
ApplyVerticality();
BuildMesh();
}
void GenerateLayout()
{
// --- ШАГ 1: Стартовая комната (10x10) ---
int startWidth = 10;
int startHeight = 10;
int startX = -startWidth / 2;
int startY = -startHeight / 2;
RectInt startRoom = new RectInt(startX, startY, startWidth, startHeight);
rooms.Add(startRoom);
SaveRoomToMap(startRoom, 0);
// --- ШАГ 2: Первая комната с врагами ---
int firstEnemyWidth = Random.Range(minRoomSize.x, maxRoomSize.x);
int firstEnemyHeight = Random.Range(minRoomSize.y, maxRoomSize.y);
int firstEnemyX = startRoom.x + Random.Range(-firstEnemyWidth / 2, startRoom.width - firstEnemyWidth / 2);
int firstEnemyY = startRoom.yMax;
RectInt firstEnemyRoom = new RectInt(firstEnemyX, firstEnemyY, firstEnemyWidth, firstEnemyHeight);
rooms.Add(firstEnemyRoom);
SaveRoomToMap(firstEnemyRoom, 1);
// ПРОРУБАЕМ ПРОХОД между стартовой и первой вражеской комнатой
CreatePassage(startRoom, firstEnemyRoom);
// --- ШАГ 3: Остальные комнаты ---
for (int i = 2; i < numberOfRooms; i++)
{
bool roomPlaced = false;
int attempts = 0;
while (!roomPlaced && attempts < 50)
{
attempts++;
// Выбираем случайную комнату (кроме стартовой)
int baseRoomIndex = Random.Range(1, rooms.Count);
RectInt baseRoom = rooms[baseRoomIndex];
int newWidth = Random.Range(minRoomSize.x, maxRoomSize.x);
int newHeight = Random.Range(minRoomSize.y, maxRoomSize.y);
int side = Random.Range(0, 4);
RectInt newRoom = new RectInt();
if (side == 0) // Север
newRoom = new RectInt(baseRoom.x + Random.Range(-newWidth/2, baseRoom.width - newWidth/2), baseRoom.yMax, newWidth, newHeight);
else if (side == 1) // Юг
newRoom = new RectInt(baseRoom.x + Random.Range(-newWidth/2, baseRoom.width - newWidth/2), baseRoom.yMin - newHeight, newWidth, newHeight);
else if (side == 2) // Восток
newRoom = new RectInt(baseRoom.xMax, baseRoom.y + Random.Range(-newHeight/2, baseRoom.height - newHeight/2), newWidth, newHeight);
else if (side == 3) // Запад
newRoom = new RectInt(baseRoom.xMin - newWidth, baseRoom.y + Random.Range(-newHeight/2, baseRoom.height - newHeight/2), newWidth, newHeight);
if (!CheckOverlap(newRoom))
{
rooms.Add(newRoom);
SaveRoomToMap(newRoom, i);
// ПРОРУБАЕМ ПРОХОД между базовой комнатой и новой
CreatePassage(baseRoom, newRoom);
roomPlaced = true;
}
}
}
}
// Выбирает одну случайную общую стену между двумя комнатами и делает там проход
void CreatePassage(RectInt room1, RectInt room2)
{
List<Vector2Int[]> potentialPassages = new List<Vector2Int[]>();
// Проходим по всем клеткам первой комнаты
for (int x = room1.xMin; x < room1.xMax; x++)
{
for (int y = room1.yMin; y < room1.yMax; y++)
{
Vector2Int cellA = new Vector2Int(x, y);
Vector2Int[] dirs = { Vector2Int.up, Vector2Int.down, Vector2Int.left, Vector2Int.right };
// Проверяем соседей
foreach (var dir in dirs)
{
Vector2Int cellB = cellA + dir;
// Если соседняя клетка находится во второй комнате — это потенциальная дверь!
if (cellB.x >= room2.xMin && cellB.x < room2.xMax &&
cellB.y >= room2.yMin && cellB.y < room2.yMax)
{
potentialPassages.Add(new Vector2Int[] { cellA, cellB });
}
}
}
}
// Если нашли точки соприкосновения, берем ОДНУ случайную и делаем там проход
if (potentialPassages.Count > 0)
{
Vector2Int[] chosen = potentialPassages[Random.Range(0, potentialPassages.Count)];
passages.Add(new Passage { cellA = chosen[0], cellB = chosen[1] });
}
}
void ApplyVerticality()
{
for (int i = 1; i < rooms.Count; i++)
{
RectInt room = rooms[i];
if (Random.value > 0.5f)
{
int platformWidth = room.width / 2;
int platformHeight = room.height / 2;
int offsetX = Random.Range(1, room.width - platformWidth - 1);
int offsetY = Random.Range(1, room.height - platformHeight - 1);
for (int x = 0; x < platformWidth; x++)
{
for (int y = 0; y < platformHeight; y++)
{
Vector2Int pos = new Vector2Int(room.x + offsetX + x, room.y + offsetY + y);
if (levelMap.ContainsKey(pos))
{
levelMap[pos].floorHeight = 1;
}
}
}
}
}
}
void BuildMesh()
{
Vector2Int[] directions = { Vector2Int.up, Vector2Int.down, Vector2Int.right, Vector2Int.left };
float[] wallRotations = { 0f, 180f, 90f, -90f };
foreach (var kvp in levelMap)
{
Vector2Int pos = kvp.Key;
Cell cell = kvp.Value;
// Вычисляем высоту (чтобы балконы были логичной высоты, умножаем на половину высоты стены)
float worldHeight = cell.floorHeight * (wallHeight * 0.5f);
Vector3 floorPos = new Vector3(pos.x * tileSize, worldHeight, pos.y * tileSize);
GameObject floor = Instantiate(floorPrefab, floorPos, Quaternion.identity, this.transform);
floor.name = $"Floor_{pos.x}_{pos.y}";
for (int i = 0; i < 4; i++)
{
Vector2Int neighborPos = pos + directions[i];
bool needsWall = false;
if (!levelMap.ContainsKey(neighborPos))
{
// Соседа нет -> глухая внешняя стена
needsWall = true;
}
else
{
Cell neighborCell = levelMap[neighborPos];
if (neighborCell.roomID != cell.roomID)
{
// Это граница двух комнат. Проверяем, есть ли здесь проход.
if (IsPassage(pos, neighborPos))
{
needsWall = false; // ПРОПУСКАЕМ СТЕНУ (оставляем дыру для двери)
}
else
{
needsWall = true; // Ставим стену
}
}
else if (neighborCell.floorHeight > cell.floorHeight)
{
// Сосед выше, нужна стена-ступенька внутри комнаты
needsWall = true;
}
}
if (needsWall)
{
Vector3 wallPos = floorPos + new Vector3(directions[i].x * (tileSize / 2), wallHeight / 2, directions[i].y * (tileSize / 2));
GameObject wall = Instantiate(wallPrefab, wallPos, Quaternion.Euler(0, wallRotations[i], 0), this.transform);
wall.name = $"Wall_{pos.x}_{pos.y}_{i}";
}
}
}
}
// Проверяет, является ли граница между двумя клетками проходом
bool IsPassage(Vector2Int a, Vector2Int b)
{
foreach (var p in passages)
{
if ((p.cellA == a && p.cellB == b) || (p.cellA == b && p.cellB == a))
{
return true;
}
}
return false;
}
void SaveRoomToMap(RectInt room, int id)
{
for (int x = room.xMin; x < room.xMax; x++)
{
for (int y = room.yMin; y < room.yMax; y++)
{
levelMap[new Vector2Int(x, y)] = new Cell { roomID = id, floorHeight = 0 };
}
}
}
bool CheckOverlap(RectInt newRoom)
{
foreach (RectInt room in rooms)
{
if (newRoom.xMin < room.xMax && newRoom.xMax > room.xMin &&
newRoom.yMin < room.yMax && newRoom.yMax > room.yMin)
{
return true;
}
}
return false;
}
}

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