First try at ParticleSystem for car | Tile render layer set to object
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25 changed files with 4746 additions and 114 deletions
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@ -1025,6 +1025,10 @@ Prefab:
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11
Assets/Scripts/BrakeBarController.cs.meta
Normal file
11
Assets/Scripts/BrakeBarController.cs.meta
Normal file
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@ -0,0 +1,11 @@
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@ -15,10 +15,10 @@ public class DungeonGenerator {
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// The room containing all the paths connecting normal rooms
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public GenRoom path;
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// All rooms except the three above
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public HashSet<GenRoom> rooms;
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public HashSet<GenRoom> rooms;
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private const float percentageRocks = 0.03f;
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private const int maxRockCluster = 5;
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private const float percentageRocks = 0.03f;
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private const int maxRockCluster = 5;
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public void Generate() {
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int minRoomSize = 50;
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}
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while ( true ) {
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bool changed = false;
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bool changed = false;
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foreach ( GenRoom r1 in rooms ) {
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foreach ( GenRoom r2 in rooms ) {
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if ( r1 == r2 )
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if ( Math.Pow(Vector2Int.Distance(p1, p2), 2) < 2 * minRoomSize * minRoomSize + 2 ) {
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r2.bounds.x += ( int ) ( ( UnityEngine.Random.value - 0.5 ) * 5 );
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r2.bounds.y += ( int ) ( ( UnityEngine.Random.value - 0.5 ) * 2.5 );
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changed = true;
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break;
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changed = true;
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break;
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}
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}
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if (changed)
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break;
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if ( changed )
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break;
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}
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if (!changed)
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if ( !changed )
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break;
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}
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if ( e.r2 == r1 && e.r1 == r2 )
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goto outer;
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E.Add(new GenEdge(r1, r2));
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}
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}
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outer:;
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}
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F.Add(root);
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foreach ( GenRoom r in rooms2 ) {
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for ( int x1 = r.bounds.x; x1 < r.bounds.x + r.bounds.width; x1++ )
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for ( int y1 = r.bounds.y; y1 < r.bounds.y + r.bounds.height; y1++ ) {
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Vector2Int pos1 = new Vector2Int(x1, y1);
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if (path.tiles.ContainsKey(pos1))
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path.tiles[pos1] = Room.TileType.GROUND;
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else
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path.tiles.Add(pos1, Room.TileType.GROUND);
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Vector2Int pos1 = new Vector2Int(x1, y1);
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if ( path.tiles.ContainsKey(pos1) )
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path.tiles[pos1] = Room.TileType.GROUND;
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else
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path.tiles.Add(pos1, Room.TileType.GROUND);
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for ( int x2 = x1 - 1; x2 <= x1 + 1; x2++ )
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for ( int y2 = y1 - 1; y2 <= y1 + 1; y2++ ) {
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if (!path.tiles.ContainsKey(new Vector2Int(x2, y2)))
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path.tiles.Add(new Vector2Int(x2, y2), Room.TileType.WALL);
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if ( !path.tiles.ContainsKey(new Vector2Int(x2, y2)) )
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path.tiles.Add(new Vector2Int(x2, y2), Room.TileType.WALL);
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}
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}
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}
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foreach ( GenRoom r in rooms ) {
|
||||
for ( int x1 = r.bounds.x; x1 < r.bounds.x + r.bounds.width; x1++ )
|
||||
for ( int y1 = r.bounds.y; y1 < r.bounds.y + r.bounds.height; y1++ ) {
|
||||
r.tiles.Add(new Vector2Int(x1, y1), Room.TileType.WALL);
|
||||
r.tiles.Add(new Vector2Int(x1, y1), Room.TileType.WALL);
|
||||
}
|
||||
for ( int x1 = r.bounds.x + 1; x1 < r.bounds.x + r.bounds.width - 1; x1++ )
|
||||
for ( int y1 = r.bounds.y + 1; y1 < r.bounds.y + r.bounds.height - 1; y1++ ) {
|
||||
r.tiles[new Vector2Int(x1, y1)] = Room.TileType.GROUND;
|
||||
r.tiles[new Vector2Int(x1, y1)] = Room.TileType.GROUND;
|
||||
}
|
||||
foreach (Vector2Int v in r.AllDoors())
|
||||
{
|
||||
Debug.Log("Door: " + v);
|
||||
if (!r.bounds.Contains(v))
|
||||
throw new NotSupportedException("This is a bug where doors land in the wrong room. It should have been fixed.");
|
||||
else
|
||||
r.tiles[v] = Room.TileType.DOOR;
|
||||
}
|
||||
foreach ( Vector2Int v in r.AllDoors() ) {
|
||||
Debug.Log("Door: " + v);
|
||||
if ( !r.bounds.Contains(v) )
|
||||
throw new NotSupportedException("This is a bug where doors land in the wrong room. It should have been fixed.");
|
||||
else
|
||||
r.tiles[v] = Room.TileType.DOOR;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (GenRoom r in rooms) {
|
||||
generateInterior (r);
|
||||
}
|
||||
foreach ( GenRoom r in rooms ) {
|
||||
generateInterior(r);
|
||||
}
|
||||
|
||||
start = root.r;
|
||||
end = null; foreach ( GenRoom r in rooms ) {
|
||||
|
@ -168,22 +167,22 @@ public class DungeonGenerator {
|
|||
end = r;
|
||||
}
|
||||
|
||||
rooms.Remove(start);
|
||||
rooms.Remove(end);
|
||||
rooms.Remove(start);
|
||||
rooms.Remove(end);
|
||||
|
||||
foreach (GenRoom r in rooms)
|
||||
makeRoomRelative(r);
|
||||
makeRoomRelative(start);
|
||||
makeRoomRelative(end);
|
||||
makeRoomRelative(path);
|
||||
foreach ( GenRoom r in rooms )
|
||||
makeRoomRelative(r);
|
||||
makeRoomRelative(start);
|
||||
makeRoomRelative(end);
|
||||
makeRoomRelative(path);
|
||||
}
|
||||
|
||||
public void makeRoomRelative(GenRoom room) {
|
||||
room.roomPosition = room.bounds.position;
|
||||
foreach (Vector2Int v in room.tiles.Keys) {
|
||||
v.Set((v - room.roomPosition).x, (v-room.roomPosition).y);
|
||||
}
|
||||
}
|
||||
public void makeRoomRelative(GenRoom room) {
|
||||
room.roomPosition = room.bounds.position;
|
||||
foreach ( Vector2Int v in room.tiles.Keys ) {
|
||||
v.Set(( v - room.roomPosition ).x, ( v - room.roomPosition ).y);
|
||||
}
|
||||
}
|
||||
|
||||
public static void AddStraightHorizontal(HashSet<GenRoom> rooms, GenEdge ed) {
|
||||
GenRoom righter = ed.r1.r.GetCenter().x > ed.r2.r.GetCenter().x ? ed.r1.r : ed.r2.r;
|
||||
|
@ -357,38 +356,37 @@ public class DungeonGenerator {
|
|||
}
|
||||
}
|
||||
|
||||
public static void generateInterior(GenRoom r)
|
||||
{
|
||||
//int width = r.bounds.width;
|
||||
//int height = r.bounds.height;
|
||||
public static void generateInterior(GenRoom r) {
|
||||
//int width = r.bounds.width;
|
||||
//int height = r.bounds.height;
|
||||
|
||||
//Vector2Int root = new Vector2Int (1, 1);
|
||||
//Random rand = new Random (System.DateTime.Now);
|
||||
//Vector2Int root = new Vector2Int (1, 1);
|
||||
//Random rand = new Random (System.DateTime.Now);
|
||||
|
||||
//for(int x = 0; i != width; ++x)
|
||||
//{
|
||||
// for(int y = 0; y != width; ++y)
|
||||
// {
|
||||
// Room.TileType tempTile;
|
||||
// r.tiles.TryGetValue (root + new Vector2Int (x, y), tempTile);
|
||||
//for(int x = 0; i != width; ++x)
|
||||
//{
|
||||
// for(int y = 0; y != width; ++y)
|
||||
// {
|
||||
// Room.TileType tempTile;
|
||||
// r.tiles.TryGetValue (root + new Vector2Int (x, y), tempTile);
|
||||
|
||||
// if(rand.NextDouble() <= percentageRocks && tempTile.Equals(Room.TileType.GROUND)
|
||||
// {
|
||||
// int clusterSize = rand.Next (1, maxRockCluster + 1);
|
||||
// r.tiles.Add (root + new Vector2Int (x, y), Room.TileType.ROCK);
|
||||
// if(rand.NextDouble() <= percentageRocks && tempTile.Equals(Room.TileType.GROUND)
|
||||
// {
|
||||
// int clusterSize = rand.Next (1, maxRockCluster + 1);
|
||||
// r.tiles.Add (root + new Vector2Int (x, y), Room.TileType.ROCK);
|
||||
|
||||
// for(int i = 0; i != clusterSize; ++i)
|
||||
// {
|
||||
// Vector2Int newRock = root + new Vector2Int(x + rand.Next(0, 2), y + rand.Next(0, 2));
|
||||
// r.tiles.TryGetValue (newRock, tempTile);
|
||||
// if(!tempTile.Equals(Room.TileType.GROUND))
|
||||
// break;
|
||||
|
||||
|
||||
// for(int i = 0; i != clusterSize; ++i)
|
||||
// {
|
||||
// Vector2Int newRock = root + new Vector2Int(x + rand.Next(0, 2), y + rand.Next(0, 2));
|
||||
// r.tiles.TryGetValue (newRock, tempTile);
|
||||
// if(!tempTile.Equals(Room.TileType.GROUND))
|
||||
// break;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
Loading…
Add table
Reference in a new issue