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选关地图生成和部分素材替换

pull/18/head
45 2 years ago
parent
commit
d808008265
  1. 8
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  2. 8
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  46. 1713
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  47. 6
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  48. 21
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ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

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ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelDevelopManager.cs

@ -1,13 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LevelDevelopManager : Singleton<LevelDevelopManager>
{
public LevelDevelopData_SO levelDevelopData;
public GameObject levelFather;
public List<LevelNode> levelList = new List<LevelNode>();//关卡列表
public List<LevelList> levelMap = new List<LevelList>();//关卡列表
@ -17,4 +17,23 @@ public class LevelDevelopManager : Singleton<LevelDevelopManager>
public List<LevelNode> levelColumn = new List<LevelNode>();//关卡列表
}
[Header ("·¿¼äͼ±ê")]
public Sprite monsterIcon;
public Sprite eliteMonsterIcon;
public Sprite bossIcon;
public Sprite shopIcon;
public Sprite campfireIcon;
public Sprite incidentIcon;
public Sprite treasureIcon;
public enum RoomType
{
monster,
eliteMonster,
boss,
shop,
campfire,
incident,
treasure
}
}

399
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelGenerator.cs

@ -1,10 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class LevelGenerator : Singleton<LevelGenerator>
{
public List<LineRenderer> lineRendererList = new List<LineRenderer>();
public LineRenderer lineRenderer;
public GameObject generatorPoint;//初始位置
public Vector3 originalPoint;
@ -22,6 +24,17 @@ public class LevelGenerator : Singleton<LevelGenerator>
[Header("生成路线数量")]
public int pathAmount;
[Header("节点生成权重")]
public int mosterWight;
public int eliteMosterWight;
public int shopWight;
public int incidentWight;
public int campfireWight;
List<int> roomTypeWeight = new List<int>();
[Header("特定房间生成层数")]
public int treasureFloor;
[Header("节点生成资源")]
public GameObject levelPrefab ;
public List<GameObject> levelPrefabList = new List<GameObject>();
@ -31,21 +44,17 @@ public class LevelGenerator : Singleton<LevelGenerator>
{
originalPoint= generatorPoint.transform.position;
if (LevelDevelopManager .Instance .levelDevelopData .levelStep <=0)
{
GenerateLevelMap(generatorLine,generatorColumn);
}
else
{
// GeneratorLevelMapFormSave();
}
GenerateLevelMap(generatorLine, generatorColumn);
}
public void GenerateLevelMap(int generatorLine, int generatorColumn)
{
GenerateGridMap(generatorLine, generatorColumn);
List<int> pathList = GeneratePathSatrtPoint(pathAmount);
GeneratePath(pathList);
ShowMap();
RandomSetUpRoom();
CheckNodeRule();
}
//生成网格
public void GenerateGridMap( int generatorLine,int generatorColumn)
@ -53,42 +62,41 @@ public class LevelGenerator : Singleton<LevelGenerator>
for (int i =0;i<generatorLine;i++)
{
for (int j = 0; j < generatorColumn; j++)
if(i== generatorLine -1)
{
generatorPoint.transform.position = new Vector3(generatorPoint.transform.position.x+lineOffset, generatorPoint.transform.position.y , 80);
GenerateLevelNode(i);
/* int index = Random.Range(0, levelPrefabList.Count);
LevelDevelopManager.Instance.levelDevelopData.levelIndexList.Add(index);
for (int j = 0; j < generatorColumn; j++)
{
generatorPoint.transform.position = new Vector3(generatorPoint.transform.position.x + lineOffset, generatorPoint.transform.position.y, 80);
level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform);
LevelNode levelNode = level.GetComponent<LevelNode>();
LevelDevelopManager.Instance.levelList.Add(levelNode);
levelNode.stepIndex = LevelDevelopManager.Instance.levelList.Count - 1;
var level = Instantiate(levelPrefab, generatorPoint.transform.position, levelPrefab.transform.rotation);
level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform);
level.transform.localScale = new Vector3(2, 2, 2);
LevelDevelopManager.Instance.levelMap[i].levelColumn.Add(level.GetComponent<LevelNode>());
}
}
else
{
for (int j = 0; j < generatorColumn; j++)
{
generatorPoint.transform.position = new Vector3(generatorPoint.transform.position.x + lineOffset, generatorPoint.transform.position.y, 80);
lineRenderer.SetPosition(i, level.transform.position);*/
GenerateLevelNode(i,j);
}
}
generatorPoint.transform.position = new Vector3(originalPoint.x, generatorPoint.transform.position.y + columnOffset, 80);
}
/* generatorPoint.transform.position = new Vector3(0, generatorPoint.transform.position.y + 15, 80);
int indexBoss = Random.Range(0, BossLevelPrefabList.Count);
LevelDevelopManager.Instance.levelDevelopData.levelIndexList.Add(indexBoss);
var bossLevel = Instantiate(BossLevelPrefabList[indexBoss], generatorPoint.transform.position, Quaternion.identity);
bossLevel.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform);
LevelNode levelNodeBoss = bossLevel.GetComponent<LevelNode>();
LevelDevelopManager.Instance.levelList.Add(levelNodeBoss);
levelNodeBoss.stepIndex = LevelDevelopManager.Instance.levelList.Count-1;
*/
}
//生成路线起点
public List<int> GeneratePathSatrtPoint(int pathAmount)
{
List<int> startPoints = new List<int>();
int uniquePoints =0 ;
while(uniquePoints <2)
while(uniquePoints < 2)
{
uniquePoints = 0;
startPoints.Clear();
@ -102,8 +110,14 @@ public class LevelGenerator : Singleton<LevelGenerator>
startPoints.Add(index);
}
}
foreach (int index in startPoints)
{
Debug.Log(index);
}
return startPoints;
}
//生成路线
public void GeneratePath(List<int> pathList)
{
@ -112,32 +126,46 @@ public class LevelGenerator : Singleton<LevelGenerator>
int currentColum = column;
LevelDevelopManager.Instance.levelMap[0].levelColumn[currentColum].isUse=true;
for (int line = 1; line <= generatorLine; line++)
{
while (true)
for (int line = 1; line < generatorLine; line++)
{
if (line == generatorLine - 1)
{
int pathOffset = Random.Range(-1, 2);
if (CheckChoosePath(line, currentColum, pathOffset))
LevelNode LevelNode = LevelDevelopManager.Instance.levelMap[line - 1].levelColumn[currentColum];
LevelNode nextLevelNode = LevelDevelopManager.Instance.levelMap[line].levelColumn[generatorColumn/2];
LevelNode.nextLevelNodes.Add(nextLevelNode);
nextLevelNode.fatherLevelNodes.Add(LevelNode);
nextLevelNode.isUse = true;
}
else {
while (true)
{
LevelNode LevelNode = LevelDevelopManager.Instance.levelMap[line-1].levelColumn[currentColum];
currentColum += pathOffset;
LevelNode nextLevelNode = LevelDevelopManager.Instance.levelMap[line ].levelColumn[currentColum];
LevelNode.nextLevelNodes.Add(nextLevelNode);
nextLevelNode.fatherLevelNodes.Add(LevelNode);
Debug.Log(line + "," + currentColum);
nextLevelNode.isUse = true;
break;
int pathOffset = Random.Range(-1, 2);
if (CheckChoosePath(line, currentColum, pathOffset))
{
LevelNode LevelNode = LevelDevelopManager.Instance.levelMap[line - 1].levelColumn[currentColum];
currentColum += pathOffset;
LevelNode nextLevelNode = LevelDevelopManager.Instance.levelMap[line].levelColumn[currentColum];
if (!LevelNode.nextLevelNodes.Contains(nextLevelNode) )
LevelNode.nextLevelNodes.Add(nextLevelNode);
if (!nextLevelNode.fatherLevelNodes.Contains(LevelNode))
nextLevelNode.fatherLevelNodes.Add(LevelNode);
nextLevelNode.isUse = true;
break;
}
}
}
}
}
}
//检查路线选择是否合理
public bool CheckChoosePath( int line,int column, int pathOffset)
{
int nextcolumn = column += pathOffset;
if (nextcolumn < 0 || nextcolumn > generatorColumn)
int nextcolumn = (column + pathOffset);
if (nextcolumn < 0 || nextcolumn > generatorColumn-1)
{
return false;
}
@ -158,7 +186,7 @@ public class LevelGenerator : Singleton<LevelGenerator>
}
if (pathOffset == 1)
{
{
LevelNode levelNode = LevelDevelopManager.Instance.levelMap[line - 1].levelColumn[column + 1];
if (levelNode.isUse == true)
{
@ -174,11 +202,282 @@ public class LevelGenerator : Singleton<LevelGenerator>
return true;
}
public void GenerateLevelNode(int line)
//检查节点是否合理(分支目的地不同,保底精英)
public void CheckNodeRule()
{
for(int i=0;i<LevelDevelopManager .Instance .levelMap .Count;i++)
{
for (int j = 0; j < LevelDevelopManager.Instance.levelMap[i].levelColumn .Count ; j++)
{
LevelNode currentLevelNode = LevelDevelopManager.Instance.levelMap[i].levelColumn[j];
if (currentLevelNode .isUse )
{
if(currentLevelNode .nextLevelNodes .Count >1 && i!= treasureFloor-1 && i!= generatorLine-3 && i != generatorLine - 2)
{
Debug.Log(i);
List<LevelDevelopManager.RoomType> roomTypes = new List<LevelDevelopManager.RoomType>();
foreach(var room in currentLevelNode.nextLevelNodes)
{
if(!roomTypes.Contains (room .roomType ))
{
Debug.Log(currentLevelNode.line + ";" + currentLevelNode.column+"过");
roomTypes.Add(room.roomType);
}
else
{
Debug.Log(currentLevelNode.line + ";" + currentLevelNode.column+"否");
RandomGetOneRoom(currentLevelNode.nextLevelNodes, i, j);
}
}
}
}
}
}
}
//生成房间
public void GenerateLevelNode(int line ,int column)
{
var level = Instantiate(levelPrefab, generatorPoint.transform.position, levelPrefab.transform.rotation);
level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform);
LevelDevelopManager.Instance.levelMap[line].levelColumn.Add(level.GetComponent<LevelNode>());
LevelNode levelNode = level.GetComponent<LevelNode>();
levelNode.line = line;
levelNode.column = column;
LevelDevelopManager.Instance.levelMap[line].levelColumn.Add(levelNode);
}
//按规则随机设定房间
public void RandomSetUpRoom()
{
for (int i = 0; i < generatorLine; i++)
{
if (i == 0)
{
//第一层全是小怪
foreach (var room in LevelDevelopManager.Instance.levelMap[i].levelColumn)
{
room.SetUpRoom(LevelDevelopManager.RoomType.monster);
}
}
else if (i == treasureFloor)
{
//指定宝箱层
foreach (var room in LevelDevelopManager.Instance.levelMap[i].levelColumn)
{
room.SetUpRoom(LevelDevelopManager.RoomType.treasure);
}
}
else if (i == generatorLine - 2)
{
//倒数第二层全是篝火
foreach (var room in LevelDevelopManager.Instance.levelMap[i].levelColumn)
{
room.SetUpRoom(LevelDevelopManager.RoomType.campfire);
}
}
else if (i == generatorLine - 1)
{
//最后一层boss房
foreach (var room in LevelDevelopManager.Instance.levelMap[i].levelColumn)
{
room.SetUpRoom(LevelDevelopManager.RoomType.boss);
}
}
else
{
for (int j = 0; j < LevelDevelopManager.Instance.levelMap[i].levelColumn.Count; j++)
{
bool contravenes = true;
LevelDevelopManager.RoomType candidateRoomType = LevelDevelopManager.RoomType.monster;
while (contravenes)
{
contravenes = false;
candidateRoomType = GetRoomTypeByWeight();//获取后选房间类型
LevelNode currentLevelNode = LevelDevelopManager.Instance.levelMap[i].levelColumn[j];
switch (candidateRoomType)
{
case LevelDevelopManager.RoomType.monster:
break;
case LevelDevelopManager.RoomType.eliteMonster:
if (i < 5)
{
contravenes = true;
}
break;
case LevelDevelopManager.RoomType.incident:
break;
case LevelDevelopManager.RoomType.campfire:
foreach (var fatherRoom in currentLevelNode.fatherLevelNodes)
{
if (fatherRoom.roomType == LevelDevelopManager.RoomType.campfire || i == generatorLine - 3 || i < 5)
{
contravenes = true;
}
}
break;
case LevelDevelopManager.RoomType.shop:
foreach (var fatherRoom in currentLevelNode.fatherLevelNodes)
{
if (fatherRoom.roomType == LevelDevelopManager.RoomType.shop)
{
contravenes = true;
}
}
break;
}
}
LevelDevelopManager.Instance.levelMap[i].levelColumn[j].SetUpRoom(candidateRoomType);
}
}
}
}
//判断下一个房间的所有子集是否有重复
public void RandomGetOneRoom(List<LevelNode> nextLevelNodes ,int line ,int column)
{
HashSet<LevelDevelopManager.RoomType> candidateRoomTypeList = new HashSet <LevelDevelopManager.RoomType>();
while (true)
{
candidateRoomTypeList.Clear();
for (int i = 0; i < nextLevelNodes.Count; i++)
{
bool contravenes = true;
LevelDevelopManager.RoomType candidateRoomType = LevelDevelopManager.RoomType.monster;
while (contravenes)
{
contravenes = false;
candidateRoomType = GetRoomTypeByWeight();//获取后选房间类型
LevelNode currentLevelNode = nextLevelNodes[i];
switch (candidateRoomType)
{
case LevelDevelopManager.RoomType.monster:
break;
case LevelDevelopManager.RoomType.eliteMonster:
if (line < 5)
{
contravenes = true;
}
break;
case LevelDevelopManager.RoomType.incident:
break;
case LevelDevelopManager.RoomType.campfire:
foreach (var fatherRoom in currentLevelNode.fatherLevelNodes)
{
if (fatherRoom.roomType == LevelDevelopManager.RoomType.campfire || line == generatorLine - 3 || line < 5)
{
contravenes = true;
}
}
break;
case LevelDevelopManager.RoomType.shop:
foreach (var fatherRoom in currentLevelNode.fatherLevelNodes)
{
if (fatherRoom.roomType == LevelDevelopManager.RoomType.shop)
{
contravenes = true;
}
}
break;
}
}
candidateRoomTypeList.Add(candidateRoomType);
}
if(candidateRoomTypeList .Count == nextLevelNodes .Count )
{
List <LevelDevelopManager .RoomType > roomTypes = candidateRoomTypeList.ToList();
for (int k = 0; k < nextLevelNodes.Count; k++)
{
Debug.Log(roomTypes[k]);
nextLevelNodes[k].SetUpRoom(roomTypes[k]);
}
break;
}
}
}
public LevelDevelopManager.RoomType GetRoomTypeByWeight()
{
roomTypeWeight.Clear();
//怪物
roomTypeWeight.Add( mosterWight);
//精英
roomTypeWeight.Add( eliteMosterWight+mosterWight);
//事件
roomTypeWeight.Add( incidentWight+ eliteMosterWight + mosterWight);
//商店
roomTypeWeight.Add( shopWight+ incidentWight + eliteMosterWight + mosterWight);
//篝火
roomTypeWeight.Add( campfireWight+ shopWight + incidentWight + eliteMosterWight + mosterWight);
int totalWeight = roomTypeWeight[roomTypeWeight .Count -1];
int randomIndex = Random.Range(0, totalWeight);
if(randomIndex <= roomTypeWeight[0])
{
return LevelDevelopManager.RoomType.monster;
}
else if (randomIndex <= roomTypeWeight[1])
{
return LevelDevelopManager.RoomType.eliteMonster;
}
else if (randomIndex <= roomTypeWeight[2])
{
return LevelDevelopManager.RoomType.incident;
}
else if (randomIndex <= roomTypeWeight[3])
{
return LevelDevelopManager.RoomType.shop;
}
else if (randomIndex <= roomTypeWeight[4])
{
return LevelDevelopManager.RoomType.campfire;
}
return LevelDevelopManager.RoomType.monster;
}
//显示连线
public void ShowMap()
{
for (int i = 0; i < LevelDevelopManager.Instance.levelMap .Count;i++)
{
for(int j = 0; j < LevelDevelopManager.Instance.levelMap[i].levelColumn.Count;j++)
{
if (LevelDevelopManager.Instance.levelMap[i].levelColumn[j].isUse == false)
{
LevelDevelopManager.Instance.levelMap[i].levelColumn[j].gameObject.SetActive(false);
}
else
{
LevelDevelopManager.Instance.levelMap[i].levelColumn[j].GetComponent<LevelNode>().LineShow();
}
}
}
}
public void GeneratorLevelMapFormSave()

65
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LevelNode : MonoBehaviour
{
@ -15,9 +16,23 @@ public class LevelNode : MonoBehaviour
[Header("子节点(到哪去)")]
public List<LevelNode> nextLevelNodes = new List<LevelNode>();
[Header("线路生成器")]
public GameObject lineRenderer;
[Header("房间类型")]
public LevelDevelopManager.RoomType roomType;
Image roomIcon;
Text roomText;
private void OnEnable()
{
roomIcon = this.transform.GetChild(1).GetComponent<Image>();
roomText = this.transform.GetChild(0).GetComponent<Text>();
}
private void Start()
{
JudgeCanEnter();
}
@ -44,4 +59,54 @@ public class LevelNode : MonoBehaviour
Debug.Log("该关卡目前不可进入");
}
}
public void LineShow()
{
for(int i=0;i<nextLevelNodes.Count ;i++)
{
var line = Instantiate(lineRenderer, this.gameObject.transform.position, Quaternion.identity);
line.transform.SetParent(this.transform);
line.transform.SetAsFirstSibling();
Vector3 direction = nextLevelNodes[i].transform.position - line.transform.position;
float angle = Vector3.SignedAngle(line.transform.up , direction, Vector3 .forward );
line.transform.Rotate(0, 0, angle);
}
}
public void SetUpRoom(LevelDevelopManager.RoomType roomType )
{
this.roomType = roomType;
switch (roomType )
{
case LevelDevelopManager. RoomType.monster:
roomText.text = "小怪";
roomIcon.sprite = LevelDevelopManager.Instance.monsterIcon;
break;
case LevelDevelopManager.RoomType.eliteMonster:
roomText.text = "精英怪";
roomIcon.sprite = LevelDevelopManager.Instance.eliteMonsterIcon;
break;
case LevelDevelopManager.RoomType.boss:
roomText.text = "Boss";
roomIcon.sprite = LevelDevelopManager.Instance.bossIcon;
break;
case LevelDevelopManager.RoomType.shop:
roomText.text = "商店";
roomIcon.sprite = LevelDevelopManager.Instance.shopIcon;
break;
case LevelDevelopManager.RoomType.incident:
roomText.text = "事件";
roomIcon.sprite = LevelDevelopManager.Instance.incidentIcon;
break;
case LevelDevelopManager.RoomType.campfire:
roomText.text = "篝火";
roomIcon.sprite = LevelDevelopManager.Instance.campfireIcon;
break;
case LevelDevelopManager.RoomType.treasure:
roomText.text = "宝箱";
roomIcon.sprite = LevelDevelopManager.Instance.treasureIcon;
break;
}
}
}

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