есть комната лифта

This commit is contained in:
vladislove 2026-10-06 21:07:50 +03:00
parent 47f59350c8
commit 490c534cfa
5 changed files with 45072 additions and 401 deletions

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@ -13821,6 +13821,7 @@ GameObject:
m_Component:
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- component: {fileID: 740097204}
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m_Layer: 0
m_Name: WallsGenerator
m_TagString: Untagged
@ -13841,14 +13842,20 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::_Project.Scripts.LevelGenerating.WallsGenerator
floorsCount: 10
lengthWallMin: 5
lengthWallMin: 10
lengthWallMax: 25
lengthStartRoom: 10
lengthLiftRoom: 10
widthLiftRoom: 5
lengthFloor: 100
corridorLength: 5
corridorWigth: 4
_minDepthLiftRoom: 0
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GameObjectB: {fileID: 4641718306729093824, guid: 3905eab8a5f6b3049a83378b1acf1ebc, type: 3}
maxRooms: 15
branchChance: 0.7
roomMargin: 2
--- !u!4 &740097205
Transform:
m_ObjectHideFlags: 0
@ -13864,6 +13871,18 @@ Transform:
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &740097206
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 740097203}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 4998e3ff3051468998a4d4d904be1956, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::_Project.Scripts.LevelGenerating.LevelManager
--- !u!1001 &740364276
PrefabInstance:
m_ObjectHideFlags: 0

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@ -1,484 +1,384 @@
using System;
using System.Collections.Generic;
using System.ComponentModel.Design.Serialization;
using System.Linq;
using UnityEngine;
using Random = UnityEngine.Random;
namespace _Project.Scripts.LevelGenerating
{
public class WallsGenerator : MonoBehaviour
public class WallsGenerator : MonoBehaviour
{
[SerializeField] private int floorsCount;
[SerializeField] private int lengthWallMin;
[SerializeField] private int lengthWallMax;
[SerializeField] private int lengthStartRoom;
[SerializeField] private int lengthLiftRoom;
[SerializeField] private int widthLiftRoom;
[SerializeField] private int lengthFloor;
[SerializeField] private int corridorLength;
[SerializeField] private int corridorWigth;
[SerializeField] private int _minDepthLiftRoom;
[SerializeField] private GameObject GameObjectA;
[SerializeField] private GameObject GameObjectB;
private int RoomCount;
[Header("Генерация")] [SerializeField] private int maxRooms = 15;
[SerializeField, Range(0f, 1f)] private float branchChance = 0.7f;
[SerializeField] private float roomMargin = 2f; // зазор между комнатами
private int _curRooms;
private readonly Dictionary<Room, int> _depth = new Dictionary<Room, int>();
private LevelManager levelManager;
private static readonly ExitsInRoomType[] AllDirs =
{
ExitsInRoomType.XAxisP, ExitsInRoomType.XAxisN,
ExitsInRoomType.ZAxisP, ExitsInRoomType.ZAxisN
};
void Start()
{
levelManager = LevelManager.Instance;
GenerateFloor();
}
bool PlaceElevator()
{
var start = levelManager.GetRooms().First(r => r.rt == RoomType.Start);
// максимум шагов, при равенстве выбираем самую дальнюю от старта по прямой
var best = _depth
.OrderByDescending(p => p.Value)
.ThenByDescending(p => (p.Key.Position - start.Position).sqrMagnitude)
.First();
if (best.Key == start || best.Value <= _minDepthLiftRoom)
{
return false;
}
best.Key.rt = RoomType.Lift; // добавь значение в enum RoomType
best.Key.Length = lengthLiftRoom;
best.Key.Width = widthLiftRoom;
best.Key.exits.Clear();
return true;
}
void GenerateFloor()
{
LevelManager.Rooms.Clear();
_depth.Clear();// статический список мог остаться с прошлого запуска
_curRooms = 0;
CreateStartRoom();
Instantiate(GameObjectA, new Vector3(0,-1,0), Quaternion.identity);
if (!PlaceElevator())
{
GenerateFloor();
}
Instantiate(GameObjectA, new Vector3(0, -1, 0), Quaternion.identity);
foreach (var room in levelManager.GetRooms())
{
float x = room.Position.x;
float z = room.Position.y; // В Vector2 ось Y отвечает за Z в 3D пространстве Unity
float z = room.Position.y; // Vector2.y -> Z в 3D
float length = room.Length;
float width = room.Width;
// 4 угла комнаты:
// 1. Нижний левый (X, Z)
Instantiate(GameObjectB, new Vector3(x, 0, z), Quaternion.identity);
// 2. Нижний правый (X + Length, Z)
Instantiate(GameObjectB, new Vector3(x + length, 0, z), Quaternion.identity);
// 3. Верхний правый (X + Length, Z + Width)
Instantiate(GameObjectB, new Vector3(x + length, 0, z + width), Quaternion.identity);
// 4. Верхний левый (X, Z + Width)
Instantiate(GameObjectB, new Vector3(x, 0, z + width), Quaternion.identity);
}
}
Room CreateCorridor(Vector2 posRoom, int Length, int Wigth, ExitsInRoomType exitType)
// ---------- Вспомогательные ----------
private static ExitsInRoomType Opposite(ExitsInRoomType d)
{
Vector2 corridorPos = Vector2.zero;
int cLength = 0;
int cWidth = 0;
EntranceToRoomType entranceToRoomType = EntranceToRoomType.Null;
List<ExitsInRoomType> exitsInRoomType = new List<ExitsInRoomType>();
switch (exitType)
switch (d)
{
// Выход направо (+X)
case ExitsInRoomType.XAxisP:
// Начинается у правой стены комнаты (posRoom.x + Length)
// Центрируем коридор по высоте/оси Z: смещаем на половину разницы ширин
exitsInRoomType.Add (ExitsInRoomType.XAxisP);
entranceToRoomType = EntranceToRoomType.XAxisN;
corridorPos = new Vector2(
posRoom.x + Length,
posRoom.y + (Wigth - corridorWigth) / 2f
);
cLength = corridorLength;
cWidth = corridorWigth;
break;
// Выход налево (-X)
case ExitsInRoomType.XAxisN:
// Начинается слева от комнаты, отступая на длину коридора
exitsInRoomType .Add (ExitsInRoomType.XAxisN);
entranceToRoomType = EntranceToRoomType.XAxisP;
corridorPos = new Vector2(
posRoom.x - corridorLength,
posRoom.y + (Wigth - corridorWigth) / 2f
);
cLength = corridorLength;
cWidth = corridorWigth;
break;
// Выход вперед/вверх (+Z / в Vector2 это Y)
case ExitsInRoomType.ZAxisP:
entranceToRoomType = EntranceToRoomType.ZAxisN;
exitsInRoomType.Add (ExitsInRoomType.ZAxisP);
// Начинается у верхней стены комнаты (posRoom.y + Wigth)
// Центрируем коридор по горизонтали/оси X:
corridorPos = new Vector2(
posRoom.x + (Length - corridorWigth) / 2f,
posRoom.y + Wigth
);
// По оси X коридор узкий, по оси Z — длинный:
cLength = corridorWigth;
cWidth = corridorLength;
break;
// Выход назад/вниз (-Z / в Vector2 это Y)
case ExitsInRoomType.ZAxisN:
entranceToRoomType = EntranceToRoomType.ZAxisP;
exitsInRoomType.Add (ExitsInRoomType.ZAxisN);
// Начинается ниже комнаты, отступая на длину коридора
corridorPos = new Vector2(
posRoom.x + (Length - corridorWigth) / 2f,
posRoom.y - corridorLength
);
cLength = corridorWigth;
cWidth = corridorLength;
break;
case ExitsInRoomType.XAxisP: return ExitsInRoomType.XAxisN;
case ExitsInRoomType.XAxisN: return ExitsInRoomType.XAxisP;
case ExitsInRoomType.ZAxisP: return ExitsInRoomType.ZAxisN;
default: return ExitsInRoomType.ZAxisP;
}
}
// Создаем коридор как отдельную комнату
private static EntranceToRoomType ToEntrance(ExitsInRoomType d)
{
switch (d)
{
case ExitsInRoomType.XAxisP: return EntranceToRoomType.XAxisN;
case ExitsInRoomType.XAxisN: return EntranceToRoomType.XAxisP;
case ExitsInRoomType.ZAxisP: return EntranceToRoomType.ZAxisN;
default: return EntranceToRoomType.ZAxisP;
}
}
Room corridor = new Room(corridorPos,
cLength, cWidth, RoomType.Corridor,false,
EntranceToRoomType.Null,exitsInRoomType);
private static Rect RoomRect(Room r) => new Rect(r.Position.x, r.Position.y, r.Length, r.Width);
// Прямоугольник коридора, ведущего из prev в направлении dir
private Rect CorridorRect(Room prev, ExitsInRoomType dir)
{
switch (dir)
{
case ExitsInRoomType.XAxisP:
return new Rect(prev.Position.x + prev.Length,
prev.Position.y + (prev.Width - corridorWigth) / 2f,
corridorLength, corridorWigth);
case ExitsInRoomType.XAxisN:
return new Rect(prev.Position.x - corridorLength,
prev.Position.y + (prev.Width - corridorWigth) / 2f,
corridorLength, corridorWigth);
case ExitsInRoomType.ZAxisP:
return new Rect(prev.Position.x + (prev.Length - corridorWigth) / 2f,
prev.Position.y + prev.Width,
corridorWigth, corridorLength);
default: // ZAxisN
return new Rect(prev.Position.x + (prev.Length - corridorWigth) / 2f,
prev.Position.y - corridorLength,
corridorWigth, corridorLength);
}
}
// Центр стены новой комнаты, куда упирается коридор
private Vector2 EntryPoint(Room prev, ExitsInRoomType dir)
{
switch (dir)
{
case ExitsInRoomType.XAxisP:
return new Vector2(prev.Position.x + prev.Length + corridorLength,
prev.Position.y + prev.Width / 2f);
case ExitsInRoomType.XAxisN:
return new Vector2(prev.Position.x - corridorLength,
prev.Position.y + prev.Width / 2f);
case ExitsInRoomType.ZAxisP:
return new Vector2(prev.Position.x + prev.Length / 2f,
prev.Position.y + prev.Width + corridorLength);
default:
return new Vector2(prev.Position.x + prev.Length / 2f,
prev.Position.y - corridorLength);
}
}
private bool IsAreaFree(Rect rect, Room ignore = null)
{
foreach (var other in levelManager.GetRooms())
{
if (other == ignore) continue;
if (rect.Overlaps(RoomRect(other))) return false;
}
return true;
}
// ---------- Коридор ----------
Room CreateCorridor(Room prev, ExitsInRoomType dir)
{
Rect r = CorridorRect(prev, dir);
Room corridor = new Room(r.position,
Mathf.RoundToInt(r.width), Mathf.RoundToInt(r.height),
RoomType.Corridor, false,
ToEntrance(dir), new List<ExitsInRoomType> { dir });
LevelManager.Rooms.Add(corridor);
// // Визуализация коридора (расставляем маркеры по углам коридора для наглядности)
// Instantiate(GameObjectB, new Vector3(corridorPos.x, 0, corridorPos.y), Quaternion.identity);
// Instantiate(GameObjectB, new Vector3(corridorPos.x + cLength, 0, corridorPos.y), Quaternion.identity);
// Instantiate(GameObjectB, new Vector3(corridorPos.x + cLength, 0, corridorPos.y + cWidth), Quaternion.identity);
// Instantiate(GameObjectB, new Vector3(corridorPos.x, 0, corridorPos.y + cWidth), Quaternion.identity);
return corridor;
}
void TryPlaceRoom(Room prevRoom,ExitsInRoomType exitForCor)
private bool FitRoom(Room prev, Room n, ExitsInRoomType dir, out bool shrunk)
{
if (prevRoom == null || prevRoom.exits.Count == 0) return;
Vector2 e = EntryPoint(prev, dir);
int origLen = n.Length, origWid = n.Width;
// if (IsRoomCanFit(new Vector2(prevRoom.Position.x + prevRoom.Length, prevRoom.Position.y / 2),
// exitForCor))
// {
// Room newRoom = GenerateRandomRoom();
// newRoom.Position = new Vector2();
// newRoom.rt = RoomType.Undefined;
// newRoom.entrance = EntranceToRoomType.XAxisP;
// newRoom.exits = new List<ExitsInRoomType>();
// if (IsRoomCanFit(new Vector2(prevRoom.Position.x + prevRoom.Length, prevRoom.Position.y / 2),
// newRoom.Length, newRoom.Width, exitForCor))
// {
// newRoom.isWallable = false;
// levelManager.AddRoom(newRoom);
// CreateCorridor(newRoom.Position, newRoom.Length, newRoom.Width, exitForCor);
// }
// else
// {
// newRoom.isWallable = true;
// EditRoomFoFitting(newRoom);
// levelManager.AddRoom(newRoom);
// CreateCorridor(newRoom.Position, newRoom.Length, newRoom.Width, exitForCor);
// }
// }
switch (dir)
{
case ExitsInRoomType.XAxisP:
case ExitsInRoomType.XAxisN:
{
float maxAlong = dir == ExitsInRoomType.XAxisP ? lengthFloor - e.x : e.x;
float maxCross = 2f * Mathf.Min(e.y, lengthFloor - e.y);
n.Length = Mathf.Min(n.Length, Mathf.FloorToInt(maxAlong));
n.Width = Mathf.Min(n.Width, Mathf.FloorToInt(maxCross));
float x = dir == ExitsInRoomType.XAxisP ? e.x : e.x - n.Length;
n.Position = new Vector2(x, e.y - n.Width / 2f);
break;
}
default: // Z
{
float maxAlong = dir == ExitsInRoomType.ZAxisP ? lengthFloor - e.y : e.y;
float maxCross = 2f * Mathf.Min(e.x, lengthFloor - e.x);
n.Width = Mathf.Min(n.Width, Mathf.FloorToInt(maxAlong));
n.Length = Mathf.Min(n.Length, Mathf.FloorToInt(maxCross));
float y = dir == ExitsInRoomType.ZAxisP ? e.y : e.y - n.Width;
n.Position = new Vector2(e.x - n.Length / 2f, y);
break;
}
}
shrunk = n.Length != origLen || n.Width != origWid;
return n.Length >= lengthWallMin && n.Width >= lengthWallMin;
}
bool TryPlaceRoom(Room prevRoom, ExitsInRoomType dir)
{
if (prevRoom == null || _curRooms >= maxRooms) return false;
Room newRoom = GenerateRandomRoom();
newRoom.rt = RoomType.Undefined;
newRoom.exits = new List<ExitsInRoomType>();
newRoom.exits = new List<ExitsInRoomType>(); // заполнится по факту построенных выходов
newRoom.entrance = ToEntrance(dir);
Vector2 newRoomPos = Vector2.zero;
if (!FitRoom(prevRoom, newRoom, dir, out bool shrunk)) return false;
newRoom.isWallable = shrunk;
// Вычисляем позицию новой комнаты и откуда в нее входит коридор
switch (exitForCor)
// Пересечения: комната (с зазором, без prevRoom) и коридор к ней
Rect roomArea = RoomRect(newRoom);
float m = Mathf.Min(roomMargin, corridorLength);
roomArea.xMin -= m; roomArea.yMin -= m;
roomArea.xMax += m; roomArea.yMax += m;
if (!IsAreaFree(roomArea, prevRoom)) return false;
if (!IsAreaFree(CorridorRect(prevRoom, dir))) return false;
// Всё хорошо - фиксируем
levelManager.AddRoom(newRoom);
_depth[newRoom] = _depth[prevRoom] + 1;
CreateCorridor(prevRoom, dir);
_curRooms++;
if (!prevRoom.exits.Contains(dir)) prevRoom.exits.Add(dir);
// Ветвление: случайный порядок, назад не идём
foreach (var d in AllDirs.OrderBy(_ => Random.value))
{
// Если вышли направо, новая комната слева получает вход (-X)
case ExitsInRoomType.XAxisP:
newRoom.entrance = EntranceToRoomType.XAxisN;
newRoomPos = new Vector2(
prevRoom.Position.x + prevRoom.Length + corridorLength, // Сдвигаем на ширину пред. комнаты и коридор
prevRoom.Position.y + (prevRoom.Width / 2f) - (newRoom.Width / 2f) // Центрируем по оси Y (Z)
);
break;
// Если вышли налево
case ExitsInRoomType.XAxisN:
newRoom.entrance = EntranceToRoomType.XAxisP;
newRoomPos = new Vector2(
prevRoom.Position.x - corridorLength - newRoom.Length, // Отступаем влево на коридор и ширину новой комнаты
prevRoom.Position.y + (prevRoom.Width / 2f) - (newRoom.Width / 2f)
);
break;
// Если вышли вверх (+Z/Y)
case ExitsInRoomType.ZAxisP:
newRoom.entrance = EntranceToRoomType.ZAxisN;
newRoomPos = new Vector2(
prevRoom.Position.x + (prevRoom.Length / 2f) - (newRoom.Length / 2f), // Центрируем по оси X
prevRoom.Position.y + prevRoom.Width + corridorLength
);
break;
// Если вышли вниз (-Z/Y)
case ExitsInRoomType.ZAxisN:
newRoom.entrance = EntranceToRoomType.ZAxisP;
newRoomPos = new Vector2(
prevRoom.Position.x + (prevRoom.Length / 2f) - (newRoom.Length / 2f),
prevRoom.Position.y - corridorLength - newRoom.Width
);
break;
if (d == Opposite(dir)) continue;
if (Random.value > branchChance) continue;
TryPlaceRoom(newRoom, d);
}
// Устанавливаем просчитанную позицию
newRoom.Position = newRoomPos;
// Проверяем, помещается ли комната с ее реальными размерами
if (IsRoomCanFit(newRoom.Position, newRoom.Length, newRoom.Width, exitForCor))
{
newRoom.isWallable = false;
levelManager.AddRoom(newRoom);
CreateCorridor(newRoom.Position, newRoom.Length, newRoom.Width, exitForCor);
}
else
{
newRoom.isWallable = true;
EditRoomFoFitting(newRoom); // Подгоняем размеры под границы карты
// Проверяем, вмещается ли хотя бы комната минимального размера после обрезки
if (newRoom.Length >= lengthWallMin && newRoom.Width >= lengthWallMin)
{
levelManager.AddRoom(newRoom);
CreateCorridor(newRoom.Position, newRoom.Length, newRoom.Width, exitForCor);
}
else
{
// Места не хватило даже для минимальной комнаты.
// Отменяем создание этой комнаты и завершаем ветку.
// При необходимости здесь можно удалить сгенерированный к ней коридор.
return;
}
}
if (exitForCor != ExitsInRoomType.XAxisN) TryPlaceRoom(newRoom, ExitsInRoomType.XAxisP);
// 2. Влево (-X): идем, только если TryPlaceRoomНЕ слеа (XAxisP)
if (exitForCor != ExitsInRoomType.XAxisP) TryPlaceRoom(newRoom, ExitsInRoomType.XAxisN);
// 3. Вверх/Вперед (+Z): идем, только TryPlaceRoomпришли НЕ верху (ZAxisN)
if (exitForCor != ExitsInRoomType.ZAxisN) TryPlaceRoom(newRoom, ExitsInRoomType.ZAxisP);
// 4. Вниз/Назад (-Z): идем, только если TryPlaceRoomишли НЕ сниу (ZAxisP)
if (exitForCor != ExitsInRoomType.ZAxisP) TryPlaceRoom(newRoom, ExitsInRoomType.ZAxisN);
return true;
}
private void EditRoomFoFitting(Room room)
{
if (lengthFloor - room.Position.x + room.Length <= 0)
{
room.Length = lengthFloor - Convert.ToInt32(room.Position.x);
}
if (lengthFloor - room.Position.y + room.Width <= 0)
{
room.Width = lengthFloor - Convert.ToInt32(room.Position.y);
}
if (room.Position.x < 0)
{
room.Position.x = 0;
}
if (room.Position.y < 0)
{
room.Position.y = 0;
}
}
private bool IsRoomCanFit(Vector2 vector2, ExitsInRoomType exitForCor)
{
switch (exitForCor)
{
case ExitsInRoomType.XAxisP:
{
if ((lengthFloor - (vector2.x + lengthWallMin) >= 0)
&& (lengthFloor - (vector2.y + lengthWallMin / 2f) >= 0)
&& (vector2.y - lengthWallMin/ 2f) >= 0)
{
return true;
}
return false;
}
case ExitsInRoomType.XAxisN:
{
if ((vector2.x - lengthWallMin >= 0)
&& (lengthFloor - (vector2.y + lengthWallMin / 2f) >= 0)
&& (vector2.y - lengthWallMin/ 2f) >= 0)
{
return true;
}
return false;
}
case ExitsInRoomType.ZAxisP:
{
if ((lengthFloor - (vector2.y + lengthWallMin) >= 0)
&& (lengthFloor - (vector2.x + lengthWallMin / 2f) >= 0)
&& (vector2.x - lengthWallMin/ 2f) >= 0)
{
return true;
}
return false;
}
case ExitsInRoomType.ZAxisN:
{
if ((vector2.y - lengthWallMin >= 0)
&& (lengthFloor - (vector2.x + lengthWallMin / 2f) >= 0)
&& (vector2.x - lengthWallMin/ 2f) >= 0)
{
return true;
}
return false;
}
case ExitsInRoomType.Null:
default:
return false;
}
}
private bool IsRoomCanFit(Vector2 vector2,int lengthX,int lengthZ, ExitsInRoomType exitForCor)
{
switch (exitForCor)
{
case ExitsInRoomType.XAxisP:
{
if ((lengthFloor - (vector2.x + lengthX) >= 0)
&& (lengthFloor - (vector2.y + lengthZ / 2f) >= 0)
&& (vector2.y - lengthZ/2f) >= 0)
{
return true;
}
return false;
}
case ExitsInRoomType.XAxisN:
{
if ((vector2.x - lengthX >= 0)
&& (lengthFloor - (vector2.y + lengthZ / 2f) >= 0)
&& (vector2.y - lengthZ/2f) >= 0)
{
return true;
}
return false;
}
case ExitsInRoomType.ZAxisP:
{
if ((lengthFloor - (vector2.y + lengthZ) >= 0)
&& (lengthFloor - (vector2.x + lengthX / 2f) >= 0)
&& (vector2.x - lengthX/2f) >= 0)
{
return true;
}
return false;
}
case ExitsInRoomType.ZAxisN:
{
if ((vector2.y - lengthZ >= 0)
&& (lengthFloor - (vector2.x + lengthX / 2f) >= 0)
&& (vector2.x - lengthX/2) >= 0)
{
return true;
}
return false;
}
case ExitsInRoomType.Null:
default:
return false;
}
}
Room GenerateRandomRoom()
{
int a = Random.Range(lengthWallMin, lengthWallMax);
int b = Random.Range(lengthWallMin, lengthWallMax);
// Range(int,int) не включает верхнюю границу, поэтому +1
int a = Random.Range(lengthWallMin, lengthWallMax + 1);
int b = Random.Range(lengthWallMin, lengthWallMax + 1);
Room room = new Room();
room.Length = a;
room.Width = b;
return room;
}
// ---------- Стартовая комната ----------
void CreateStartRoom()
{
float randValue = Random.value;
int xR, zR;
Vector2Int posStartRoom = new Vector2Int();
ExitsInRoomType firstDir;
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
Room room = new Room(lengthStartRoom, lengthStartRoom, RoomType.Start);
room.exits = new List<ExitsInRoomType>();
room.entrance = EntranceToRoomType.Null;
if (randValue < 0.25f) // 1 квадрант
{
xR = Random.Range(0, lengthFloor / 2 - lengthStartRoom);
if (xR + lengthStartRoom <= lengthFloor / 4)
{
room.exits.Add(ExitsInRoomType.XAxisP);
firstDir = ExitsInRoomType.XAxisP;
zR = Random.Range(0, lengthFloor / 2 - lengthStartRoom);
}
else
{
firstDir = ExitsInRoomType.ZAxisP;
zR = Random.Range(0, lengthFloor / 4 - lengthStartRoom);
}
}
else if (randValue < 0.5f) // 2 квадрант
{
xR = Random.Range(lengthFloor / 2, lengthFloor - lengthStartRoom);
if (xR + lengthStartRoom <= lengthFloor * 3 / 4)
{
firstDir = ExitsInRoomType.ZAxisP;
zR = Random.Range(0, lengthFloor / 4 - lengthStartRoom);
}
else
{
firstDir = ExitsInRoomType.XAxisN;
zR = Random.Range(0, lengthFloor / 2 - lengthStartRoom);
}
}
else if (randValue < 0.75f) // 3 квадрант
{
xR = Random.Range(lengthFloor / 2, lengthFloor - lengthStartRoom);
if (xR + lengthStartRoom <= lengthFloor * 3 / 4)
{
firstDir = ExitsInRoomType.ZAxisN;
zR = Random.Range(lengthFloor * 3 / 4, lengthFloor - lengthStartRoom);
}
else
{
firstDir = ExitsInRoomType.XAxisN;
zR = Random.Range(lengthFloor / 2, lengthFloor - lengthStartRoom);
}
}
else // 4 квадрант
{
xR = Random.Range(0, lengthFloor / 2 - lengthStartRoom);
if (xR + lengthStartRoom <= lengthFloor / 4)
{
firstDir = ExitsInRoomType.XAxisP;
zR = Random.Range(lengthFloor / 2, lengthFloor - lengthStartRoom);
}
else
{
room.exits.Add(ExitsInRoomType.ZAxisN);
firstDir = ExitsInRoomType.ZAxisN;
zR = Random.Range(lengthFloor * 3 / 4, lengthFloor - lengthStartRoom);
}
}
room.entrance = EntranceToRoomType.Null;
room.Position = new Vector2(xR, zR);
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);
_depth[room] = 0;
_curRooms = 1; // стартовая комната считается
CreateCorridor(new Vector2Int(xR, zR),lengthStartRoom,lengthStartRoom,room.exits.First());
Room firstCorridor = CreateCorridor(new Vector2(xR, zR), lengthStartRoom,
lengthStartRoom, room.exits.First());
if (firstCorridor != null)
{
TryPlaceRoom(room,room.exits.First());
}
// Предпочтительное направление, а при неудаче - остальные
if (TryPlaceRoom(room, firstDir)) return;
foreach (var d in AllDirs.Where(x => x != firstDir).OrderBy(_ => Random.value))
if (TryPlaceRoom(room, d)) return;
}
// ---------- Отладка ----------
void OnDrawGizmos()
{
var rooms = LevelManager.Rooms;
if (rooms == null) return;
foreach (var r in rooms)
{
switch (r.rt)
{
case RoomType.Start:
Gizmos.color = Color.green;
break;
case RoomType.Corridor:
Gizmos.color = Color.yellow;
break;
case RoomType.Lift:
Gizmos.color = Color.rebeccaPurple;
break;
default:
Gizmos.color = Color.cyan;
break;
}
// Gizmos.color = r.rt == RoomType.Start ? Color.green
// : r.rt == RoomType.Corridor ? Color.yellow : Color.cyan;
Vector3 c = new Vector3(r.Position.x + r.Length / 2f, 0, r.Position.y + r.Width / 2f);
Gizmos.DrawWireCube(c, new Vector3(r.Length, 0.1f, r.Width));
}
}
}
}

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