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3DBlobici-WorkingTitle/3D blobici/Assets/Scripts/MapGen/MapGenManager.cs

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using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class MapGenManager : MonoBehaviour
{
[Header("Room Prefabs")]
[SerializeField] private List<GameObject> mapPrefab = new List<GameObject>();
[SerializeField] private GameObject StartPoint;
[SerializeField] private GameObject EndPoint;
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[Header("Player")]
[SerializeField] private GameObject Player;
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[Header("Corridor Prefabs")]
[SerializeField] private GameObject CorridorStraight;
[SerializeField] private GameObject CorridorStraightUnlit;
[SerializeField] private GameObject DoorCorridor;
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/*[SerializeField] private GameObject CorridorL;
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[SerializeField] private GameObject CorridorT;
[SerializeField] private GameObject CorridorCross;
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[SerializeField] private GameObject CorridorEnd;*/
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[Header("Generation Settings")]
[SerializeField] private int RoomDistance = 3;
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[SerializeField] private int minRoomsNumber = 3;
[SerializeField] private int maxRoomsNumber = 7;
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private List<Vector3> roomPositions = new List<Vector3>();
private List<GameObject> placedRooms = new List<GameObject>();
void Start()
{
MapGen();
}
private void MapGen()
{
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// Clear previous rooms and positions
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roomPositions.Clear();
placedRooms.Clear();
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// Add Start Point
Vector3 startPos = new Vector3(0, 0, 0);
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GameObject startPoint = Instantiate(StartPoint, startPos, Quaternion.identity, transform);
roomPositions.Add(startPos);
placedRooms.Add(startPoint);
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startPoint.GetComponent<CreateEntrances>().SetEntrances(false, false, true, false);
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// Instantiate the player at the starting position
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GameObject player = Instantiate(Player, new Vector3(startPos.x, 1, startPos.z - 5), Quaternion.identity, transform);
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// Generate a random number of rooms
int roomCount = Random.Range(minRoomsNumber, maxRoomsNumber);
// Place Generate Rooms
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for (int i = 0; i < roomCount; i++)
{
GameObject roomPrefab = mapPrefab[Random.Range(0, mapPrefab.Count)];
Vector3 roomPos = GetGridPosition(roomPrefab);
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GameObject room = Instantiate(roomPrefab, roomPos, Quaternion.identity, transform);
placedRooms.Add(room);
roomPositions.Add(roomPos);
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room.GetComponent<CreateEntrances>().SetEntrances(false, false, true, true);
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}
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// Add End Point
GameObject endPoint = Instantiate(EndPoint, GetGridPosition(EndPoint), Quaternion.identity, transform);
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roomPositions.Add(endPoint.transform.position);
placedRooms.Add(endPoint);
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endPoint.GetComponent<CreateEntrances>().SetEntrances(false, false, false, false);
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// Create corridors between rooms
for (int i = 0; i < roomPositions.Count - 1; i++)
{
Vector3 startRoomPos = roomPositions[i];
PrefabSize startRoom = placedRooms[i].GetComponent<PrefabSize>();
Vector3 endRoomPos = roomPositions[i + 1];
PrefabSize endRoom = placedRooms[i + 1].GetComponent<PrefabSize>();
Vector3 firstCorridorPos = new Vector3(
startRoomPos.x,
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startRoomPos.y,
startRoomPos.z + startRoom.prefabSize.y / 2
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);
Vector3 lastCorridorPos = new Vector3(
endRoomPos.x,
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endRoomPos.y,
endRoomPos.z - endRoom.prefabSize.y / 2
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);
CreateCorridor(firstCorridorPos, lastCorridorPos);
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}
}
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private Vector3 GetGridPosition(GameObject roomPrefab)
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{
Vector3 lastRoomPos = roomPositions[roomPositions.Count - 1];
PrefabSize lastRoom = placedRooms[placedRooms.Count - 1].GetComponent<PrefabSize>();
PrefabSize roomSize = roomPrefab.GetComponent<PrefabSize>();
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Vector3 roomPos = new Vector3(
lastRoomPos.x,
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lastRoomPos.y - 0.01f,
lastRoomPos.z + lastRoom.prefabSize.y / 2f + roomSize.prefabSize.y / 2f + RoomDistance
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);
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return roomPos;
}
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private void CreateCorridor(Vector3 start, Vector3 end)
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{
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// Calculate the distance
float distance = Vector3.Distance(start, end);
PrefabSize corridorSize = CorridorStraight.GetComponent<PrefabSize>();
PrefabSize corridorUnlitSize = CorridorStraightUnlit.GetComponent<PrefabSize>();
PrefabSize doorSize = DoorCorridor.GetComponent<PrefabSize>();
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// Calculate the number of corridors needed
int corridorCount = Mathf.FloorToInt(distance / corridorSize.prefabSize.y);
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Debug.Log($"Creating {corridorCount} corridors from {start} to {end}");
// Create corridors
//Start with door
if (corridorCount > 0)
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{
Vector3 doorPos = new Vector3(
start.x,
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start.y,
start.z + doorSize.prefabSize.y * 0.5f
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);
Quaternion doorRotation = Quaternion.Euler(0, 0, 0);
GameObject doorCorridor = Instantiate(DoorCorridor, doorPos, doorRotation, transform);
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doorCorridor.GetComponent<DoorController>().OpenDoor();
for (int i = 1; i < corridorCount; i++)
{
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if (i % 2 != 0)
{
// Create straight corridor
Vector3 pos = new Vector3(
start.x,
start.y,
start.z + i * corridorSize.prefabSize.y + corridorSize.prefabSize.y * 0.5f
);
Quaternion rotation = Quaternion.Euler(0, 0, 0);
GameObject corridor = Instantiate(CorridorStraight, pos, rotation, transform);
}
else
{
// Create unlit corridor
Vector3 pos = new Vector3(
start.x,
start.y,
start.z + i * corridorUnlitSize.prefabSize.y + corridorUnlitSize.prefabSize.y * 0.5f
);
Quaternion rotation = Quaternion.Euler(0, 0, 0);
GameObject corridorUnlit = Instantiate(CorridorStraightUnlit, pos, rotation, transform);
}
}
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}
// If there is not enough space to create corridors, throw an exception
else throw new System.Exception("Not enough space to create corridors");
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}
}