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Michał Gdula 2023-03-14 14:43:42 +00:00
parent b3f494d5c2
commit 18b63ffa9b
150 changed files with 85782 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Custom_Grid : MonoBehaviour
{
private int width;
private int height;
private int cellsize;
private Vector3 originPosition;
private int[,] gridArray;
public Custom_Grid(int width, int height, int cellsize, Vector3 originPosition)
{
this.width = width;
this.height = height;
this.cellsize = cellsize;
this.originPosition = originPosition;
gridArray = new int[width, height];
for(int x = 0; x < gridArray.GetLength(0); x++)
{
for(int z = 0; z < gridArray.GetLength(1); z++)
{
// Debug.DrawLine(GetWorldPosition(x, z), GetWorldPosition(x + 1, z), Color.black, 1000f);
// Debug.DrawLine(GetWorldPosition(x, z), GetWorldPosition(x, z + 1), Color.black, 1000f);
}
}
}
public int GetCellSize()
{
return cellsize;
}
public Vector3 GetWorldPosition(int x, int z)
{
return new Vector3(x, 0, z) * cellsize + originPosition;
}
public int[] GetXZ(Vector3 worldPosition)
{
int x = Mathf.FloorToInt((worldPosition - originPosition).x / cellsize);
int z = Mathf.FloorToInt((worldPosition - originPosition).z / cellsize);
return new int[] { x, z };
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
static class Extensions
{
public static IEnumerable<(int, T)> Enumerate<T>(
this IEnumerable<T> input,
int start = 0
)
{
int i = start;
foreach (var t in input)
yield return (i++, t);
}
}
public class EllersMazeGenerator : MonoBehaviour
{
[SerializeField] Grid_Spawner gridSpawner;
[Range(0, 100)]
[SerializeField] int R_WallSpawnPercentage = 0;
[Range(0, 100)]
[SerializeField] int B_WallSpawnPercentage;
[SerializeField] GameObject wall;
[SerializeField] int wall_yvalue;
private Custom_Grid gridXZ;
private int max_set_val = 1;
private void Start()
{
gridXZ = gridSpawner.grid;
SpawnEllersMaze();
}
private void SpawnEllersMaze()
{
//Step (1) + (2):
List<(int[], int)> first_row = new List<(int[], int)>();
for (int x = 0; x < gridSpawner.width; x++)
{
int[] coords = new int[] { x, 0 };
var cellTup = (coords, max_set_val);
first_row.Add(cellTup);
max_set_val += 1;
}
// WorldText_Row(first_row, Color.white, 0);
PlaceWalls_SameDir(first_row, Vector3.right);
//Maze Generation Loop:
List<(int[], int)> row = first_row;
for (int z = 0; z < gridSpawner.height; z++)
{
//Step (5) Finalize Row:
if (z == gridSpawner.height - 1)
{
PlaceWalls_SameDir(IncreaseAxisRow(1, row), Vector3.right);
FinalRow(row);
continue;
}
//Step (3), Vertical Walls & Joining:
var joined_row = JoinRow_VerticalWalls(row);
// WorldText_Row(joined_row, Color.red, 1);
//Step (4), Bottom Walls:
BottomWalls(joined_row, out List<int[]> b_wall_loc);
//Step (5 + 2), Adding New Row:
row = IncreaseAxisRow(1, EmptyCells_NewRow(joined_row, b_wall_loc));
}
}
private List<(int[], int)> JoinRow_VerticalWalls(List<(int[], int)> row)
{
var row_copy = new List<(int[], int)>(row);
PlaceWall_XZ(Vector3.forward, row_copy[0].Item1[0], row_copy[0].Item1[1]);
for (int i = 0; i < row_copy.Count; i++)
{
if (i + 1 < row_copy.Count)
{
var curr_cell = row_copy[i];
var next_cell = row_copy[i + 1];
bool join = false;
bool sameSet = false;
if (curr_cell.Item2 == next_cell.Item2)
{
join = false;
sameSet = true;
}
else
{
int rand_num = UnityEngine.Random.Range(0, 101);
if (inRange_Inclusive(rand_num, 0, R_WallSpawnPercentage))
{
join = false;
}
else
{
join = true;
}
}
//Wall:
if (join == false)
{
var coord = next_cell.Item1;
PlaceWall_XZ(Vector3.forward, coord[0], coord[1]);
}
//Join"
else
{
var newCellTup = (next_cell.Item1, curr_cell.Item2);
row_copy[i + 1] = newCellTup;
}
}
}
PlaceWall_XZ(Vector3.forward, row_copy[row_copy.Count - 1].Item1[0] + 1, row_copy[row_copy.Count - 1].Item1[1]);
return row_copy;
}
private void BottomWalls(List<(int[], int)> row, out List<int[]> bottomWallLocations)
{
var row_copy = new List<(int[], int)>(row);
var bwall_cells = new List<(int[], int)>();
var no_bwall_cells = new List<(int[], int)>();
foreach (var set_list in RowSortedBySet(row_copy))
{
var shuffledSets = set_list.OrderBy(a => rng.Next()).ToList();
foreach (var (i, cell) in shuffledSets.Enumerate())
{
if (i == 0)
{
no_bwall_cells.Add(cell);
continue;
}
int rand_num = UnityEngine.Random.Range(0, 101);
if (inRange_Inclusive(rand_num, 0, B_WallSpawnPercentage))
{
bwall_cells.Add(cell);
}
else
{
no_bwall_cells.Add(cell);
}
}
}
List<int[]> bWalls = new List<int[]>();
foreach (var cell in bwall_cells)
{
bWalls.Add(cell.Item1);
}
bottomWallLocations = bWalls;
foreach (var cellTup in IncreaseAxisRow(1, bwall_cells))
{
var coord = cellTup.Item1
; PlaceWall_XZ(Vector3.right, coord[0], coord[1]);
}
}
private List<(int[], int)> EmptyCells_NewRow(List<(int[], int)> row, List<int[]> empty_cells)
{
var new_row = new List<(int[], int)>(row);
foreach (var (i, cell) in row.Enumerate())
{
int cellX = cell.Item1[0];
int cellZ = cell.Item1[1];
foreach (var coord in empty_cells)
{
int eCellX = coord[0];
int eCellZ = coord[1];
if (cellX == eCellX && cellZ == eCellZ)
{
var new_cell_tup = (cell.Item1, max_set_val);
new_row[i] = new_cell_tup;
max_set_val += 1;
}
}
}
return new_row;
}
private void FinalRow(List<(int[], int)> row)
{
PlaceWall_XZ(Vector3.forward, row[0].Item1[0], row[0].Item1[1]);
PlaceWall_XZ(Vector3.forward, row[row.Count - 1].Item1[0] + 1, row[row.Count - 1].Item1[1]);
}
#region Helper_Funcs
private List<(int[], int)> IncreaseAxisRow(int add_amount, List<(int[], int)> row)
{
var new_row = new List<(int[], int)>();
foreach (var celltup in row)
{
var coords = celltup.Item1;
var set = celltup.Item2;
int x = coords[0];
int z = coords[1] + add_amount;
int[] new_coords = { x, z };
var new_cell_tup = (new_coords, set);
new_row.Add(new_cell_tup);
}
return new_row;
}
private static System.Random rng = new System.Random();
private List<List<(int[], int)>> RowSortedBySet(List<(int[], int)> row)
{
return row
.Select((x) => new { Value = x })
.GroupBy(x => x.Value.Item2)
.Select(x => x.Select(v => v.Value).ToList())
.ToList();
}
private void PlaceWalls_SameDir(List<(int[], int)> row, Vector3 dir)
{
foreach (var cellTup in row)
{
var coords = cellTup.Item1;
PlaceWall_XZ(dir, coords[0], coords[1]);
}
}
private void PlaceWall_XZ(Vector3 dir, int x, int z)
{
Vector3 position = gridXZ.GetWorldPosition(x, z);
position.y = wall_yvalue;
GameObject.Instantiate(wall, position, Quaternion.LookRotation(dir));
}
private bool inRange_Inclusive(int num, int minRange, int maxRange)
{
if (minRange <= num && num <= maxRange)
{
return true;
}
else
{
return false;
}
}
private void WorldText_Row(List<(int[], int)> row, Color textColor, int yVal)
{
GameObject rowObj = new GameObject();
foreach (var cellTup in row)
{
var coords = cellTup.Item1;
var set = cellTup.Item2;
//Create Text GO:
var text = new GameObject();
var mesh = text.AddComponent<TextMesh>();
mesh.text = set.ToString();
mesh.color = textColor;
//Place Text GO:
Vector3 gridpos = gridXZ.GetWorldPosition(coords[0], coords[1]);
gridpos = new Vector3(gridpos.x + gridXZ.GetCellSize() / 2, yVal, gridpos.z + gridXZ.GetCellSize() / 2);
text.transform.position = gridpos;
text.transform.parent = rowObj.transform;
}
}
#endregion
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Grid_Spawner : MonoBehaviour
{
public int width;
public int height;
public int cellsize;
public GameObject gridSpawnPOS;
[HideInInspector] public Custom_Grid grid;
private void Awake()
{
grid = new Custom_Grid(width, height, cellsize, gridSpawnPOS.transform.position);
}
}

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