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using UnityEngine; | ||
using System.Collections; | ||
using System; | ||
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public class MapGenerator : MonoBehaviour { | ||
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public int width; | ||
public int height; | ||
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public string seed; | ||
public bool useRandomSeed; | ||
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[Range(0,100)] | ||
public int randomFillPercent; | ||
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int[,] map; | ||
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void Start() { | ||
GenerateMap(); | ||
} | ||
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void Update() { | ||
if (Input.GetMouseButtonDown(0)) { | ||
GenerateMap(); | ||
} | ||
} | ||
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void GenerateMap() { | ||
map = new int[width,height]; | ||
RandomFillMap(); | ||
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for (int i = 0; i < 5; i ++) { | ||
SmoothMap(); | ||
} | ||
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int borderSize = 1; | ||
int[,] borderedMap = new int[width + borderSize * 2,height + borderSize * 2]; | ||
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for (int x = 0; x < borderedMap.GetLength(0); x ++) { | ||
for (int y = 0; y < borderedMap.GetLength(1); y ++) { | ||
if (x >= borderSize && x < width + borderSize && y >= borderSize && y < height + borderSize) { | ||
borderedMap[x,y] = map[x-borderSize,y-borderSize]; | ||
} | ||
else { | ||
borderedMap[x,y] =1; | ||
} | ||
} | ||
} | ||
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MeshGenerator meshGen = GetComponent<MeshGenerator>(); | ||
meshGen.GenerateMesh(borderedMap, 1); | ||
} | ||
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void RandomFillMap() { | ||
if (useRandomSeed) { | ||
seed = Time.time.ToString(); | ||
} | ||
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System.Random pseudoRandom = new System.Random(seed.GetHashCode()); | ||
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for (int x = 0; x < width; x ++) { | ||
for (int y = 0; y < height; y ++) { | ||
if (x == 0 || x == width-1 || y == 0 || y == height -1) { | ||
map[x,y] = 1; | ||
} | ||
else { | ||
map[x,y] = (pseudoRandom.Next(0,100) < randomFillPercent)? 1: 0; | ||
} | ||
} | ||
} | ||
} | ||
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void SmoothMap() { | ||
for (int x = 0; x < width; x ++) { | ||
for (int y = 0; y < height; y ++) { | ||
int neighbourWallTiles = GetSurroundingWallCount(x,y); | ||
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if (neighbourWallTiles > 4) | ||
map[x,y] = 1; | ||
else if (neighbourWallTiles < 4) | ||
map[x,y] = 0; | ||
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} | ||
} | ||
} | ||
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int GetSurroundingWallCount(int gridX, int gridY) { | ||
int wallCount = 0; | ||
for (int neighbourX = gridX - 1; neighbourX <= gridX + 1; neighbourX ++) { | ||
for (int neighbourY = gridY - 1; neighbourY <= gridY + 1; neighbourY ++) { | ||
if (neighbourX >= 0 && neighbourX < width && neighbourY >= 0 && neighbourY < height) { | ||
if (neighbourX != gridX || neighbourY != gridY) { | ||
wallCount += map[neighbourX,neighbourY]; | ||
} | ||
} | ||
else { | ||
wallCount ++; | ||
} | ||
} | ||
} | ||
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return wallCount; | ||
} | ||
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void OnDrawGizmos() { | ||
/* | ||
if (map != null) { | ||
for (int x = 0; x < width; x ++) { | ||
for (int y = 0; y < height; y ++) { | ||
Gizmos.color = (map[x,y] == 1)?Color.black:Color.white; | ||
Vector3 pos = new Vector3(-width/2 + x + .5f,0, -height/2 + y+.5f); | ||
Gizmos.DrawCube(pos,Vector3.one); | ||
} | ||
} | ||
} | ||
*/ | ||
} | ||
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} |
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