我目前正在统一使用程序化2D游戏。以下是我用来生成地牢的脚本,想知道是否有指定标准起始房间的脚本。我已经建好了预制房间,但想让一个预制房间的玩家始终加入其中。
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class DungeonGeneration : MonoBehaviour {
[SerializeField]
private int numberOfRooms;
[SerializeField]
private int numberOfObstacles;
[SerializeField]
private Vector2Int[] possibleObstacleSizes;
[SerializeField]
private int numberOfEnemies;
[SerializeField]
private GameObject[] possibleEnemies;
[SerializeField]
private GameObject goalPrefab;
[SerializeField]
private TileBase obstacleTile;
private Room[,] rooms;
private Room currentRoom;
private static DungeonGeneration instance = null;
void Awake () {
if (instance == null) {
DontDestroyOnLoad (this.gameObject);
instance = this;
this.currentRoom = GenerateDungeon ();
} else {
string roomPrefabName = instance.currentRoom.PrefabName ();
GameObject roomObject = (GameObject) Instantiate (Resources.Load (roomPrefabName));
Tilemap tilemap = roomObject.GetComponentInChildren<Tilemap> ();
instance.currentRoom.AddPopulationToTilemap (tilemap, instance.obstacleTile);
Destroy (this.gameObject);
}
}
void Start () {
string roomPrefabName = this.currentRoom.PrefabName ();
GameObject roomObject = (GameObject) Instantiate (Resources.Load (roomPrefabName));
Tilemap tilemap = roomObject.GetComponentInChildren<Tilemap> ();
this.currentRoom.AddPopulationToTilemap (tilemap, this.obstacleTile);
}
private Room GenerateDungeon() {
int gridSize = 3 * numberOfRooms;
rooms = new Room[gridSize, gridSize];
Vector2Int initialRoomCoordinate = new Vector2Int ((gridSize / 2) - 1, (gridSize / 2) - 1);
Queue<Room> roomsToCreate = new Queue<Room> ();
roomsToCreate.Enqueue (new Room(initialRoomCoordinate.x, initialRoomCoordinate.y));
List<Room> createdRooms = new List<Room> ();
while (roomsToCreate.Count > 0 && createdRooms.Count < numberOfRooms) {
Room currentRoom = roomsToCreate.Dequeue ();
this.rooms [currentRoom.roomCoordinate.x, currentRoom.roomCoordinate.y] = currentRoom;
createdRooms.Add (currentRoom);
AddNeighbors (currentRoom, roomsToCreate);
}
int maximumDistanceToInitialRoom = 0;
Room finalRoom = null;
foreach (Room room in createdRooms) {
List<Vector2Int> neighborCoordinates = room.NeighborCoordinates ();
foreach (Vector2Int coordinate in neighborCoordinates) {
Room neighbor = this.rooms [coordinate.x, coordinate.y];
if (neighbor != null) {
room.Connect (neighbor);
}
}
room.PopulateObstacles (this.numberOfObstacles, this.possibleObstacleSizes);
room.PopulatePrefabs (this.numberOfEnemies, this.possibleEnemies);
int distanceToInitialRoom = Mathf.Abs (room.roomCoordinate.x - initialRoomCoordinate.x) + Mathf.Abs(room.roomCoordinate.y - initialRoomCoordinate.y);
if (distanceToInitialRoom > maximumDistanceToInitialRoom) {
maximumDistanceToInitialRoom = distanceToInitialRoom;
finalRoom = room;
}
}
GameObject[] goalPrefabs = { this.goalPrefab };
finalRoom.PopulatePrefabs(1, goalPrefabs);
return this.rooms [initialRoomCoordinate.x, initialRoomCoordinate.y];
}
private void AddNeighbors(Room currentRoom, Queue<Room> roomsToCreate) {
List<Vector2Int> neighborCoordinates = currentRoom.NeighborCoordinates ();
List<Vector2Int> availableNeighbors = new List<Vector2Int> ();
foreach (Vector2Int coordinate in neighborCoordinates) {
if (this.rooms[coordinate.x, coordinate.y] == null) {
availableNeighbors.Add (coordinate);
}
}
int numberOfNeighbors = (int)Random.Range (1, availableNeighbors.Count);
for (int neighborIndex = 0; neighborIndex < numberOfNeighbors; neighborIndex++) {
float randomNumber = Random.value;
float roomFrac = 1f / (float)availableNeighbors.Count;
Vector2Int chosenNeighbor = new Vector2Int(0, 0);
foreach (Vector2Int coordinate in availableNeighbors) {
if (randomNumber < roomFrac) {
chosenNeighbor = coordinate;
break;
} else {
roomFrac += 1f / (float)availableNeighbors.Count;
}
}
roomsToCreate.Enqueue (new Room(chosenNeighbor));
availableNeighbors.Remove (chosenNeighbor);
}
}
private void PrintGrid() {
for (int rowIndex = 0; rowIndex < this.rooms.GetLength (1); rowIndex++) {
string row = "";
for (int columnIndex = 0; columnIndex < this.rooms.GetLength (0); columnIndex++) {
if (this.rooms [columnIndex, rowIndex] == null) {
row += "X";
} else {
row += "R";
}
}
Debug.Log (row);
}
}
public void MoveToRoom(Room room) {
this.currentRoom = room;
}
public Room CurrentRoom() {
return this.currentRoom;
}
public void ResetDungeon() {
this.currentRoom = GenerateDungeon ();
}
}
和
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class Room
{
public Vector2Int roomCoordinate;
public Dictionary<string, Room> neighbors;
private string[,] population;
private Dictionary<string, GameObject> name2Prefab;
public Room (int xCoordinate, int yCoordinate)
{
this.roomCoordinate = new Vector2Int (xCoordinate, yCoordinate);
this.neighbors = new Dictionary<string, Room> ();
this.population = new string[18, 10];
for (int xIndex = 0; xIndex < 18; xIndex += 1) {
for (int yIndex = 0; yIndex < 10; yIndex += 1) {
this.population [xIndex, yIndex] = "";
}
}
this.population [8, 5] = "Player";
this.name2Prefab = new Dictionary<string, GameObject> ();
}
public Room (Vector2Int roomCoordinate)
{
this.roomCoordinate = roomCoordinate;
this.neighbors = new Dictionary<string, Room> ();
this.population = new string[18, 10];
for (int xIndex = 0; xIndex < 18; xIndex += 1) {
for (int yIndex = 0; yIndex < 10; yIndex += 1) {
this.population [xIndex, yIndex] = "";
}
}
this.population [8, 5] = "Player";
this.name2Prefab = new Dictionary<string, GameObject> ();
}
public List<Vector2Int> NeighborCoordinates () {
List<Vector2Int> neighborCoordinates = new List<Vector2Int> ();
neighborCoordinates.Add (new Vector2Int(this.roomCoordinate.x, this.roomCoordinate.y - 1));
neighborCoordinates.Add (new Vector2Int(this.roomCoordinate.x + 1, this.roomCoordinate.y));
neighborCoordinates.Add (new Vector2Int(this.roomCoordinate.x, this.roomCoordinate.y + 1));
neighborCoordinates.Add (new Vector2Int(this.roomCoordinate.x - 1, this.roomCoordinate.y));
return neighborCoordinates;
}
public void Connect (Room neighbor) {
string direction = "";
if (neighbor.roomCoordinate.y < this.roomCoordinate.y) {
direction = "N";
}
if (neighbor.roomCoordinate.x > this.roomCoordinate.x) {
direction = "E";
}
if (neighbor.roomCoordinate.y > this.roomCoordinate.y) {
direction = "S";
}
if (neighbor.roomCoordinate.x < this.roomCoordinate.x) {
direction = "W";
}
this.neighbors.Add (direction, neighbor);
}
public string PrefabName () {
string name = "Room_";
foreach (KeyValuePair<string, Room> neighborPair in neighbors) {
name += neighborPair.Key;
}
return name;
}
public Room Neighbor (string direction) {
return this.neighbors [direction];
}
public void PopulateObstacles (int numberOfObstacles, Vector2Int[] possibleSizes) {
for (int obstacleIndex = 0; obstacleIndex < numberOfObstacles; obstacleIndex += 1) {
int sizeIndex = Random.Range (0, possibleSizes.Length);
Vector2Int regionSize = possibleSizes [sizeIndex];
List<Vector2Int> region = FindFreeRegion (regionSize);
foreach (Vector2Int coordinate in region) {
this.population [coordinate.x, coordinate.y] = "Obstacle";
}
}
}
public void PopulatePrefabs (int numberOfPrefabs, GameObject[] possiblePrefabs) {
for (int prefabIndex = 0; prefabIndex < numberOfPrefabs; prefabIndex += 1) {
int choiceIndex = Random.Range (0, possiblePrefabs.Length);
GameObject prefab = possiblePrefabs [choiceIndex];
List<Vector2Int> region = FindFreeRegion (new Vector2Int(1, 1));
this.population [region[0].x, region[0].y] = prefab.name;
this.name2Prefab [prefab.name] = prefab;
}
}
private List<Vector2Int> FindFreeRegion (Vector2Int sizeInTiles) {
List<Vector2Int> region = new List<Vector2Int>();
do {
region.Clear();
Vector2Int centerTile = new Vector2Int(UnityEngine.Random.Range(2, 18 - 3), UnityEngine.Random.Range(2, 10 - 3));
region.Add(centerTile);
int initialXCoordinate = (centerTile.x - (int)Mathf.Floor(sizeInTiles.x / 2));
int initialYCoordinate = (centerTile.y - (int)Mathf.Floor(sizeInTiles.y / 2));
for (int xCoordinate = initialXCoordinate; xCoordinate < initialXCoordinate + sizeInTiles.x; xCoordinate += 1) {
for (int yCoordinate = initialYCoordinate; yCoordinate < initialYCoordinate + sizeInTiles.y; yCoordinate += 1) {
region.Add(new Vector2Int(xCoordinate, yCoordinate));
}
}
} while(!IsFree (region));
return region;
}
private bool IsFree (List<Vector2Int> region) {
foreach (Vector2Int tile in region) {
if (this.population [tile.x, tile.y] != "") {
return false;
}
}
return true;
}
public void AddPopulationToTilemap (Tilemap tilemap, TileBase obstacleTile) {
for (int xIndex = 0; xIndex < 18; xIndex += 1) {
for (int yIndex = 0; yIndex < 10; yIndex += 1) {
if (this.population [xIndex, yIndex] == "Obstacle") {
tilemap.SetTile (new Vector3Int (xIndex - 9, yIndex - 5, 0), obstacleTile);
} else if (this.population [xIndex, yIndex] != "" && this.population [xIndex, yIndex] != "Player") {
GameObject prefab = GameObject.Instantiate (this.name2Prefab[this.population [xIndex, yIndex]]);
prefab.transform.position = new Vector2 (xIndex - 9 + 0.5f, yIndex - 5 + 0.5f);
}
}
}
}
}
即使您能向我指明如何使用的方向,任何帮助也都很棒。
漂亮的程序地牢生成器!就像一个建议一样,在生成地牢时可以在开始时缓存第一个房间吗?然后,您可以抓住initialRoomForPlayerSpawn
坐标/位置作为字符放置的参考点。
Room initialRoomForPlayerSpawn = null;
while (roomsToCreate.Count > 0 && createdRooms.Count < numberOfRooms) {
Room currentRoom = roomsToCreate.Dequeue ();
this.rooms [currentRoom.roomCoordinate.x, currentRoom.roomCoordinate.y] = currentRoom;
createdRooms.Add (currentRoom);
AddNeighbors (currentRoom, roomsToCreate);
/* Cache First Room */
if(createdRooms != null && createdRooms.Count <= 1) {
initialRoomForPlayerSpawn = currentRoom;
}
}