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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class MapGenManager : MonoBehaviour
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{
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/* ------------------ INSPECTOR FIELDS ------------------ */
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[Header("Room Prefabs")]
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[SerializeField] private List<GameObject> mapPrefab = new();
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[Header("Player")]
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[SerializeField] private GameObject Player;
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[Header("Corridor Prefabs")]
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[SerializeField] private GameObject CorridorStraight;
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[SerializeField] private GameObject CorridorStraightUnlit;
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[SerializeField] private GameObject DoorCorridor;
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[Header("Layout")]
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[SerializeField] private MapLayout layout;
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[Header("Generation Settings")]
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[SerializeField] private int RoomDistance = 3;
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private readonly Dictionary<Vector2Int, GameObject> gridToRoom = new();
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void Start() => GenerateFromLayout();
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private void GenerateFromLayout()
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{
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if (layout == null || string.IsNullOrWhiteSpace(layout.grid))
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{
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Debug.LogError("Layout asset není přiřazený nebo je prázdný!");
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return;
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}
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gridToRoom.Clear();
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/* ----------- Create a spawn room ----------- */
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GameObject spawnPrefab = mapPrefab[0];
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Vector3 cellSize = GetPrefabXZ(spawnPrefab);
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string[] lines = layout.grid.Split('\n')
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.Select(l => l.TrimEnd('\r'))
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.Where(l => !string.IsNullOrWhiteSpace(l))
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.ToArray();
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Vector2 first = GetFirstOrLastRoom(lines);
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int bottomRow = (int)first.y;
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int spawnX = (int)first.x;
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Vector3 spawnPos = new Vector3(spawnX * (cellSize.x + RoomDistance), 0, 0);
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GameObject spawnRoom = Instantiate(spawnPrefab, spawnPos, Quaternion.identity, transform);
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gridToRoom[new Vector2Int(spawnX, 0)] = spawnRoom;
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/* ----------- Spawn the player ----------- */
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if (Player)
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{
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GameObject p = Instantiate(Player, spawnPos + new Vector3(0, 1, 3), Quaternion.identity, transform);
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Transform inner = p.transform.Find("Player");
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if (inner) inner.tag = "Player";
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}
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/* ----------- Build rooms ----------- */
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BuildRooms(lines, bottomRow, cellSize);
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/* ----------- Set entrances ----------- */
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foreach (var kv in gridToRoom)
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{
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Vector2Int g = kv.Key;
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RoomHandler rh = kv.Value.GetComponent<RoomHandler>();
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bool north = gridToRoom.ContainsKey(g + Vector2Int.left);
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bool south = gridToRoom.ContainsKey(g + Vector2Int.right);
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bool east = gridToRoom.ContainsKey(g + Vector2Int.up);
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bool west = gridToRoom.ContainsKey(g + Vector2Int.down);
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rh.SetEntrances(north, south, east, west);
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}
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/* ----------- Build corridors ----------- */
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BuildCorridors();
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/* ----------- Toggle all doors ----------- */
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foreach (var keyValuePair in gridToRoom)
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{
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RoomHandler rh = keyValuePair.Value.GetComponent<RoomHandler>();
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rh.ToggleAllDoors();
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}
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}
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/// <summary>
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/// Builds corridors and doors between rooms.
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/// </summary>
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private void BuildCorridors()
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{
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// Jediné dva směry, které musíme zkontrolovat z každé místnosti (right/up)
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Vector2Int[] directions = { Vector2Int.right, Vector2Int.up };
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// Délky prefebů – podél X a Z osy
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float straightLenX = CorridorStraight.GetComponent<PrefabSize>().prefabSize.x;
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float straightLenZ = CorridorStraight.GetComponent<PrefabSize>().prefabSize.y;
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float doorLenX = DoorCorridor.GetComponent<PrefabSize>().prefabSize.x;
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float doorLenZ = DoorCorridor.GetComponent<PrefabSize>().prefabSize.y;
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foreach (var kv in gridToRoom)
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{
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Vector2Int cell = kv.Key;
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GameObject roomA = kv.Value;
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foreach (Vector2Int dir in directions)
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{
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Vector2Int nKey = cell + dir;
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if (!gridToRoom.TryGetValue(nKey, out GameObject roomB)) continue;
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// Handle geometry
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Vector3 axis; float lenStraight, lenDoor; Quaternion rot;
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if (dir == Vector2Int.right)
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{
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axis = Vector3.right;
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lenStraight = straightLenX;
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lenDoor = doorLenX;
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rot = Quaternion.Euler(0, 90, 0);
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}
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else // Vector2Int.up
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{
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axis = Vector3.forward;
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lenStraight = straightLenZ;
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lenDoor = doorLenZ;
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rot = Quaternion.identity;
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}
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// Wall calculation
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float halfA = Vector3.Scale(GetPrefabXZ(roomA), axis).magnitude * 0.5f;
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float halfB = Vector3.Scale(GetPrefabXZ(roomB), axis).magnitude * 0.5f;
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Vector3 wallA = roomA.transform.position + axis * halfA;
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Vector3 wallB = roomB.transform.position - axis * halfB;
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// Doors
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Vector3 doorPos = (wallA + wallB) * 0.5f;
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GameObject doorGO = Instantiate(DoorCorridor, doorPos, rot, transform);
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DoorAnimation anim = doorGO.GetComponent<DoorAnimation>();
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// Register the corridor to both rooms
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RoomHandler rhA = roomA.GetComponent<RoomHandler>();
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RoomHandler rhB = roomB.GetComponent<RoomHandler>();
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if (dir == Vector2Int.right)
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{
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rhA.RegisterDoor(RoomHandler.Side.East, anim);
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rhB.RegisterDoor(RoomHandler.Side.West, anim);
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}
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else
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{
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rhA.RegisterDoor(RoomHandler.Side.North, anim);
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rhB.RegisterDoor(RoomHandler.Side.South, anim);
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}
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// ROVNÉ SEGMENTY z obou stran dveří
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Vector3 doorEdgeA = doorPos - axis * (lenDoor * 0.5f);
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Vector3 doorEdgeB = doorPos + axis * (lenDoor * 0.5f);
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PlaceStraightSegments(doorEdgeA, wallA, -axis, rot, lenStraight);
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PlaceStraightSegments(doorEdgeB, wallB, axis, rot, lenStraight);
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}
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}
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}
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/// <summary>
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/// Vyplní úsek mezi startEdge (hrana dveří nebo předchozího dílu)
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/// a wallEdge (vnější hrana stěny místnosti) rovnými segmenty tak,
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/// aby žádný segment nepřečníval do stěny.
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/// </summary>
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private void PlaceStraightSegments(
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Vector3 startEdge,
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Vector3 wallEdge,
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Vector3 direction,
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Quaternion rot,
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float len)
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{
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const float EPS = 0.01f;
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float dist = Vector3.Distance(startEdge, wallEdge);
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if (dist < EPS) return;
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int fullCount = Mathf.FloorToInt(dist / len);
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float remainder = dist - fullCount * len;
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// Full segments
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Vector3 firstPivot = startEdge + direction * (len * 0.5f);
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for (int i = 0; i < fullCount; i++)
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{
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Vector3 pos = firstPivot + direction * (i * len);
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GameObject prefab = (i % 2 == 0) ? CorridorStraight : CorridorStraightUnlit;
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Instantiate(prefab, pos, rot, transform);
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}
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// Short segment to fill the gap
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if (remainder > EPS)
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{
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Vector3 remPivot = wallEdge - direction * (remainder * 0.5f);
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GameObject last = Instantiate(CorridorStraightUnlit, remPivot, rot, transform);
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Vector3 sc = last.transform.localScale;
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sc.z *= remainder / len;
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last.transform.localScale = sc;
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}
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}
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/* ============================================================ */
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/* ROOMS */
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/* ============================================================ */
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private void BuildRooms(string[] lines, int bottomRowIdx, Vector3 cellSize)
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{
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for (int r = 0; r < lines.Length; r++)
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{
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string line = lines[r];
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int gridZ = bottomRowIdx - r + 1;
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for (int x = 0; x < line.Length; x++)
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{
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char ch = line[x];
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if (ch == '-' || !char.IsDigit(ch)) continue;
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int idx = ch - '0';
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if (idx >= mapPrefab.Count) continue;
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Vector3 pos = new Vector3(x * (cellSize.x + RoomDistance), 0, gridZ * (cellSize.z + RoomDistance));
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GameObject room = Instantiate(mapPrefab[idx], pos, Quaternion.identity, transform);
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gridToRoom[new Vector2Int(x, gridZ)] = room;
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}
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}
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}
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2025-06-27 07:13:39 +02:00
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2025-06-30 16:28:30 +02:00
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/* ============================================================ */
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/* HELPERS */
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/* ============================================================ */
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2025-06-27 07:13:39 +02:00
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private static Vector3 GetPrefabXZ(GameObject prefab)
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{
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var ps = prefab.GetComponent<PrefabSize>();
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return ps ? new Vector3(ps.prefabSize.x, 0, ps.prefabSize.y) : new Vector3(10, 0, 10);
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}
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2025-06-30 16:28:30 +02:00
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private Vector2 GetFirstOrLastRoom(string[] lines)
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{
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for (int r = lines.Length - 1; r >= 0; r--)
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{
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string l = lines[r];
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int c = l.ToCharArray().ToList().FindIndex(char.IsDigit);
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if (c != -1) return new Vector2(c, r);
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}
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Debug.LogError("Layout neobsahuje žádnou číslici (místnost)!");
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return Vector2.zero;
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}
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2025-06-27 07:13:39 +02:00
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}
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