256 lines
8.6 KiB
C#
256 lines
8.6 KiB
C#
using System.Collections.Generic;
|
||
using UnityEngine;
|
||
using System.Linq;
|
||
using System.Runtime.CompilerServices;
|
||
|
||
public class MapGenManager : MonoBehaviour
|
||
{
|
||
/* ------------------ INSPECTOR FIELDS ------------------ */
|
||
[Header("Room Prefabs")]
|
||
[SerializeField] private List<GameObject> mapPrefab = new();
|
||
|
||
[Header("Player")]
|
||
[SerializeField] private GameObject Player;
|
||
|
||
[Header("Corridor Prefabs")]
|
||
[SerializeField] private GameObject CorridorStraight;
|
||
[SerializeField] private GameObject CorridorStraightUnlit;
|
||
[SerializeField] private GameObject DoorCorridor;
|
||
|
||
[Header("Layout")]
|
||
[SerializeField] private MapLayout layout;
|
||
|
||
[Header("Generation Settings")]
|
||
[SerializeField] private int RoomDistance = 3;
|
||
|
||
private readonly Dictionary<Vector2Int, GameObject> gridToRoom = new();
|
||
private readonly Vector3 roomOriginOffset = Vector3.zero;
|
||
|
||
|
||
void Start() => GenerateFromLayout();
|
||
|
||
|
||
private void GenerateFromLayout()
|
||
{
|
||
if (layout == null || string.IsNullOrWhiteSpace(layout.grid))
|
||
{
|
||
Debug.LogError("Layout asset není přiřazený nebo je prázdný!");
|
||
return;
|
||
}
|
||
|
||
gridToRoom.Clear();
|
||
|
||
/* ----------- Create a spawn room ----------- */
|
||
GameObject spawnPrefab = mapPrefab[0];
|
||
Vector3 cellSize = GetPrefabXZ(spawnPrefab);
|
||
|
||
/* ---------- Text layout to grid ---------- */
|
||
string[] lines = layout.grid
|
||
.Split('\n')
|
||
.Select(line => line.TrimEnd('\r'))
|
||
.Where(line => !string.IsNullOrWhiteSpace(line))
|
||
.ToArray();
|
||
|
||
|
||
Vector2 firstRoomPos = GetFirstOrLastRoom(lines);
|
||
int bottomRowIdx = (int)firstRoomPos.y;
|
||
int spawnGridX = (int)firstRoomPos.x;
|
||
|
||
/* ---------- Create spawn room properly ---------- */
|
||
Vector3 spawnPos = roomOriginOffset + new Vector3(
|
||
spawnGridX * (cellSize.x + RoomDistance), // X
|
||
0,
|
||
0);
|
||
|
||
GameObject spawnRoom = Instantiate(spawnPrefab, spawnPos, Quaternion.identity, transform);
|
||
gridToRoom[new Vector2Int(spawnGridX, 0)] = spawnRoom;
|
||
|
||
/* ---------- Instantiate player ---------- */
|
||
if (Player)
|
||
{
|
||
Vector3 playerPos = spawnPos + new Vector3(0, 1, 3);
|
||
Instantiate(Player, playerPos, Quaternion.identity, transform);
|
||
}
|
||
|
||
/* ---------- Build the rest of rooms ---------- */
|
||
|
||
BuildRooms(lines, bottomRowIdx, cellSize);
|
||
|
||
/* ---------- Open walls based on aproximity to other rooms ---------- */
|
||
foreach (var keyValuePair in gridToRoom)
|
||
{
|
||
Vector2Int g = keyValuePair.Key;
|
||
RoomHandler rh = keyValuePair.Value.GetComponent<RoomHandler>();
|
||
|
||
bool north = gridToRoom.ContainsKey(g + Vector2Int.left);
|
||
bool south = gridToRoom.ContainsKey(g + Vector2Int.right);
|
||
bool east = gridToRoom.ContainsKey(g + Vector2Int.up);
|
||
bool west = gridToRoom.ContainsKey(g + Vector2Int.down);
|
||
|
||
rh.SetEntrances(northOpen: north, southOpen: south, eastOpen: east, westOpen: west);
|
||
}
|
||
|
||
/* ---------- 5) CHODBY ---------- */
|
||
BuildCorridors();
|
||
}
|
||
|
||
/// <summary>
|
||
/// Build corridors between rooms
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
private void BuildCorridors()
|
||
{
|
||
float straightZ = CorridorStraight.GetComponent<PrefabSize>().prefabSize.y;
|
||
float straightX = CorridorStraight.GetComponent<PrefabSize>().prefabSize.x;
|
||
Vector2Int[] stepDirs = { Vector2Int.right, Vector2Int.up };
|
||
|
||
foreach (var kv in gridToRoom)
|
||
{
|
||
Vector2Int cell = kv.Key;
|
||
GameObject roomA = kv.Value;
|
||
|
||
foreach (Vector2Int dir in stepDirs)
|
||
{
|
||
Vector2Int nKey = cell + dir;
|
||
if (!gridToRoom.TryGetValue(nKey, out GameObject roomB)) continue;
|
||
|
||
Vector3 axis, axisNeg;
|
||
float halfA, halfB;
|
||
Quaternion rot;
|
||
|
||
if (dir == Vector2Int.right)
|
||
{
|
||
axis = Vector3.right; axisNeg = Vector3.left;
|
||
halfA = GetPrefabXZ(roomA).x * 0.5f;
|
||
halfB = GetPrefabXZ(roomB).x * 0.5f;
|
||
rot = Quaternion.Euler(0, 90, 0);
|
||
}
|
||
else
|
||
{
|
||
axis = Vector3.forward; axisNeg = Vector3.back;
|
||
halfA = GetPrefabXZ(roomA).z * 0.5f;
|
||
halfB = GetPrefabXZ(roomB).z * 0.5f;
|
||
rot = Quaternion.identity;
|
||
}
|
||
|
||
Vector3 start = roomA.transform.position + axis * halfA;
|
||
Vector3 end = roomB.transform.position + axisNeg * halfB;
|
||
|
||
CreateStraightCorridor(start, end, axis, rot, straightZ, straightX);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// Build all rooms based on the layout grid
|
||
/// </summary>
|
||
/// <param name="lines"></param>
|
||
/// <param name="bottomRowIdx"></param>
|
||
/// <param name="cellSize"></param>
|
||
private void BuildRooms(string[] lines, int bottomRowIdx, Vector3 cellSize)
|
||
{
|
||
int rows = lines.Length;
|
||
|
||
for (int rowsIter = 0; rowsIter < rows; rowsIter++)
|
||
{
|
||
string line = lines[rowsIter];
|
||
int gridZ = bottomRowIdx - rowsIter + 1;
|
||
|
||
for (int x = 0; x < line.Length; x++)
|
||
{
|
||
char ch = line[x];
|
||
if (ch == '-') continue;
|
||
if (!char.IsDigit(ch))
|
||
{
|
||
Debug.LogWarning($"Neznámý znak '{ch}' v layoutu – ignoruji.");
|
||
continue;
|
||
}
|
||
|
||
int idx = ch - '0';
|
||
if (idx >= mapPrefab.Count)
|
||
{
|
||
Debug.LogWarning($"Index {idx} mimo rozsah mapPrefab!");
|
||
continue;
|
||
}
|
||
|
||
GameObject prefab = mapPrefab[idx];
|
||
Vector3 worldPos = roomOriginOffset + new Vector3(
|
||
x * (cellSize.x + RoomDistance),
|
||
0,
|
||
gridZ * (cellSize.z + RoomDistance));
|
||
|
||
GameObject room = Instantiate(prefab, worldPos, Quaternion.identity, transform);
|
||
gridToRoom[new Vector2Int(x, gridZ)] = room;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Returns the (x, y) coordinates of the room with closest aproximity to spawn or the furthest aproximity to spawn
|
||
/// </summary>
|
||
/// <param name="lines"></param>
|
||
/// <param name="last"></param>
|
||
/// <returns>Vector2(x, y) where x is the line index and y is the column index</returns>
|
||
private Vector2 GetFirstOrLastRoom(string[] lines, bool last = false)
|
||
{
|
||
int colIdx = -1;
|
||
int spawnGridX = 0;
|
||
|
||
int rows = lines.Length;
|
||
|
||
for (int rowsIter = rows - 1; rowsIter >= 0; rowsIter--)
|
||
{
|
||
string line = lines[rowsIter];
|
||
for (int c = 0; c < line.Length; c++)
|
||
{
|
||
if (char.IsDigit(line[c]))
|
||
{
|
||
colIdx = rowsIter;
|
||
spawnGridX = c;
|
||
break;
|
||
}
|
||
}
|
||
if (colIdx != -1) break;
|
||
}
|
||
if (colIdx == -1)
|
||
{
|
||
Debug.LogError("Layout neobsahuje žádnou číslici (místnost)!");
|
||
return Vector2.zero;
|
||
}
|
||
|
||
return new Vector2(spawnGridX, colIdx);
|
||
}
|
||
|
||
private void CreateStraightCorridor(
|
||
Vector3 start, Vector3 end, Vector3 axis, Quaternion rot,
|
||
float stepLenZ, float stepLenX)
|
||
{
|
||
float dist = Vector3.Distance(start, end);
|
||
float step = Mathf.Approximately(Mathf.Abs(axis.z), 1f) ? stepLenZ : stepLenX;
|
||
int count = Mathf.Max(1, Mathf.FloorToInt(dist / step));
|
||
|
||
Vector3 segPos = start + axis * (step * 0.5f);
|
||
var door = Instantiate(DoorCorridor, segPos, rot, transform);
|
||
door.GetComponent<DoorController>()?.OpenDoor();
|
||
|
||
for (int i = 1; i < count; i++)
|
||
{
|
||
GameObject prefab = (i % 2 == 0) ? CorridorStraight : CorridorStraightUnlit;
|
||
segPos = start + axis * (i * step + step * 0.5f);
|
||
Instantiate(prefab, segPos, rot, transform);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Returns the size of a prefab room
|
||
/// </summary>
|
||
/// <param name="prefab"> Choose a prefab from available ones</param>
|
||
/// <returns>Size of the prefab as Vector3</returns>
|
||
private static Vector3 GetPrefabXZ(GameObject prefab)
|
||
{
|
||
var ps = prefab.GetComponent<PrefabSize>();
|
||
return ps ? new Vector3(ps.prefabSize.x, 0, ps.prefabSize.y) : new Vector3(10, 0, 10);
|
||
}
|
||
}
|