做完了以后我又想了一下,发现其实根本不需要这么麻烦,果然demo里的代码对我的思路影响还是有点大。demo里的c++代码为了展示地牢的墙壁,在二维数组中加上了wall这个东西表示墙壁。事实上用unity来做的话,只需要考虑地板的位置,然后根据邻接的地板有没有东西来判断是否生成墙壁即可。
Demo 使用素材以及题目地址:http://pan.baidu.com/s/1c2l3RFE 密码:aseh
首先用一个枚举类型代表地牢迷宫中的各个元素:
public enum Tile { Default, DirtFloor,// 房间地板 Wall_w,//上方的墙 Wall_s,//下方的墙 Wall_a,//左方的墙 Wall_d,//右方的墙 Corridor_ad,//横向走廊 Corridor_ws,//纵向走廊 Door,// 房门 UpStairs,// 入口 DownStairs// 出口 }
然后考虑使用二维数组来保存地牢元素的信息。既然是用unity来做,先不考虑随机地牢的逻辑数组要怎么生成,先把二维数组转化为实体的方法写出来:
建立一个test脚本,用于测试生成用的creat_dungeon方法是否好用,并在里面定义一个测试用的二维数组:
using UnityEngine; using System.Collections; using System; public class test : MonoBehaviour { void Start () { Action _Instantiate=(t,v)=>{Instantiate(t,v,t.rotation);};//这里考虑不当,理论上不应该在test脚本中写Instantiate方法,而是应该在creat_dungeon中用。不过既然写出来了也能显示我懂一些委托的知识...将错就错好了 Tile[,] _map=new Tile[4,4]; _map [0, 1] = Tile.Wall_s; _map [0, 2] = Tile.Wall_s; _map [1, 1] = Tile.DirtFloor; _map [1, 2] = Tile.DirtFloor; _map [2, 1] = Tile.DirtFloor; _map [2, 2] = Tile.DirtFloor; _map [3, 1] = Tile.Corridor_ws; _map [3, 2] = Tile.Wall_w; _map [1, 3] = Tile.Corridor_ad; _map [2, 3] = Tile.Wall_d; _map [1, 0] = Tile.Corridor_ad; _map [2, 0] = Tile.Wall_a;//自定义一个地图 creat_dungeon.Instance.creat (_map,_Instantiate);//调用生成函数 }
接下去就是考虑怎么写creat_dungeon这个类了,首先这个类只用于生成实体,所以不应该存在多份,所以设计成单例:
public class creat_dungeon{ private static creat_dungeon _instance; private creat_dungeon(){} public static creat_dungeon Instance{ get { if (_instance == null) { _instance = new creat_dungeon (); } return _instance; } } }
然后这个类中肯定需要动态加载预设的资源,这里用resources.load方法加载,在初始化函数中加上加载资源的代码:
private Transform floor,pillar,wall_ws,wall_ad; private creat_dungeon(){ floor = Resources.Load ("Floor_1_Prefab",typeof (Transform)) as Transform; pillar = Resources.Load ("Pillar_1_Prefab",typeof (Transform))as Transform; wall_ws = Resources.Load ("Wall_w", typeof(Transform))as Transform; wall_ad = Resources.Load ("Wall_a", typeof(Transform))as Transform; }
然后根据资源模型的大小,定义一个常量:
private float floor_length=1.518111f;
最后就是其中生成用的代码:
/// 根据二维数组实例化地牢 public void creat(Tile[,] map,Action Instantiate){ for (int i = 0; i < map.GetLength (0); i++) for (int j = 0; j < map.GetLength (1); j++) { switch (map [i, j]) { case (Tile.DirtFloor)://地板的场合 Instantiate (floor,new Vector3(i*floor_length,0,j*floor_length)); break; case (Tile.Wall_s)://墙壁的场合 Instantiate (wall_ws,new Vector3((i+0.5f)*floor_length,0,j*floor_length)); Instantiate (pillar,new Vector3((i+0.5f)*floor_length,0,(j+0.5f)*floor_length));//在墙壁对应的位置生成柱子,由于最终生成的是一个封闭的空间,所以墙壁和柱子的数目必定是相等的。 break; case (Tile.Wall_w): Instantiate (wall_ws,new Vector3((i-0.5f)*floor_length,0,j*floor_length)); Instantiate (pillar,new Vector3((i-0.5f)*floor_length,0,(j-0.5f)*floor_length)); break; case (Tile.Wall_a): Instantiate (wall_ad,new Vector3((i)*floor_length,0,(j+0.5f)*floor_length)); Instantiate (pillar,new Vector3((i-0.5f)*floor_length,0,(j+0.5f)*floor_length)); break; case (Tile.Wall_d): Instantiate (wall_ad,new Vector3((i)*floor_length,0,(j-0.5f)*floor_length)); Instantiate (pillar,new Vector3((i+0.5f)*floor_length,0,(j-0.5f)*floor_length)); break; case (Tile.Corridor_ad)://走廊的话,则需要额外生成两面墙和两根柱子,不妨想想为什么要这么做 Instantiate (floor,new Vector3(i*floor_length,0,j*floor_length)); Instantiate (wall_ws,new Vector3((i+0.5f)*floor_length,0,j*floor_length)); Instantiate (wall_ws,new Vector3((i-0.5f)*floor_length,0,j*floor_length)); Instantiate (pillar,new Vector3((i-0.5f)*floor_length,0,(j+0.5f)*floor_length)); Instantiate (pillar,new Vector3((i+0.5f)*floor_length,0,(j-0.5f)*floor_length)); break; case (Tile.Corridor_ws): Instantiate (floor,new Vector3(i*floor_length,0,j*floor_length)); Instantiate (wall_ad,new Vector3(i*floor_length,0,(j+0.5f)*floor_length)); Instantiate (wall_ad,new Vector3(i*floor_length,0,(j-0.5f)*floor_length)); Instantiate (pillar,new Vector3((i+0.5f)*floor_length,0,(j+0.5f)*floor_length)); Instantiate (pillar,new Vector3((i-0.5f)*floor_length,0,(j-0.5f)*floor_length)); break; default: break; } } }
最后运行效果如下:
可以看到三个走廊没有封上口,因为这里预定走廊两端必须要连接房间,不能出现死胡同的情况,这里可以看到左侧和右侧走廊的柱子是可以对上的。
好,这样的话转化为实体的方法就写好了,现在考虑怎么生成逻辑地形。
思路是这样的:第一次生成房间时,直接在地图最中间生成,之后每次生成一个房间和一个走廊,把走廊和之前造出来的东西连起来。考虑到不想让走廊拐弯,所以每次先生成走廊再生成房间。
最终map类的代码如下:
using UnityEngine; using System.Collections; using System.Collections.Generic; public class map { private Tile[,] full_map;//地图 private int room_max_length, room_max_width, room_min_length, room_min_width, map_max_length, map_max_width, room_num,min_corridor_len,max_corridor_len;//房间的最大最小宽度,地图的最大长宽,房间的个数 private bool _first; private static map _instance; private map () { } /// 地图的单例 public static map Instance { get { if (null == _instance) { _instance = new map (); } return _instance; } } /// 初始化函数,全部赋予default public void Init (int room_max_length,int room_max_width,int room_min_length,int room_min_width,int map_max_length,int map_max_width,int room_num,int min_corridor_len,int max_corridor_len) { full_map = new Tile[map_max_width, map_max_length]; _first = true; this.room_max_length = room_max_length; this.room_max_width = room_max_width; this.room_min_length = room_min_length; this.room_min_width = room_min_width; this.map_max_length = map_max_length; this.map_max_width = map_max_width; this.room_num = room_num; this.min_corridor_len = min_corridor_len; this.max_corridor_len = max_corridor_len; } /// 判断某一块是否在地图区域中 private bool IsInBounds_x (int x) { if ((x < 0) || (x > map_max_width - 1)) return false; else return true; } /// 判断某一块是否在地图区域中 private bool IsInBounds_y (int y) { if ((y < 0) || (y > map_max_length - 1)) return false; else return true; } /// 将一块区域设置为指定类型块 private void SetCells (int xStart, int yStart, int xEnd, int yEnd, Tile cellType) { for (int i = xStart; i <= xEnd; i++) for (int j = yStart; j <= yEnd; j++) { full_map [i, j] = cellType; } } /// 判断一个区域是否被使用过 private bool IsAreaUnused (int xStart, int yStart, int xEnd, int yEnd) { for (int i = xStart; i <= xEnd; i++) for (int j = yStart; j <= yEnd; j++) if (full_map [i, j] != Tile.Default) return false; return true; } /// 创建单个房间 private void Creat_room(int xStart, int yStart, int xEnd, int yEnd){ for (int i = xStart + 1; i < xEnd ; i++) for (int j = yStart + 1; j < yEnd; j++) full_map [i, j] = Tile.DirtFloor; for (int i = xStart + 1; i < xEnd ; i++) { full_map [i, yStart] = Tile.Wall_a; full_map [i, yEnd] = Tile.Wall_d; } for (int j = yStart + 1; j < yEnd; j++) { full_map [xStart, j] = Tile.Wall_s; full_map [xEnd, j] = Tile.Wall_w; } } /// 创建单个走廊 private void Creat_Corridor(int xStart, int yStart, int xEnd, int yEnd,Tile t){ for (int i = xStart; i <= xEnd ; i++) for (int j = yStart; j <= yEnd; j++) full_map [i, j] = t; } private Tile[] tiles = System.Enum.GetValues (typeof(Tile)) as Tile[]; /// 创建走廊与房间 private bool MakeRoomAndCorridor(int x,int y){ int xStart = -1, xEnd = -1, yStart = -1, yEnd = -1, width, length; width = Random.Range (room_min_width, room_max_width ); length = Random.Range (room_min_length, room_min_length );//随机长宽 if (_first) { xStart = map_max_width / 2 - width / 2; yStart = map_max_length / 2 - length / 2; xEnd = xStart + width; yEnd = yStart + length; if (IsInBounds_x (xStart) && IsInBounds_x (xEnd) && IsInBounds_y (yStart) && (IsInBounds_y (yEnd))) { if (IsAreaUnused (xStart, yStart, xEnd, yEnd)) { _first = false;//如果是第一次创建房间的话,就在地图中间生成一个 Creat_room (xStart, yStart, xEnd, yEnd); return true; } else return false; } } else { if ((full_map [x, y] == Tile.Wall_a) || (full_map [x, y] == Tile.Wall_w) || (full_map [x, y] == Tile.Wall_s) || (full_map [x, y] == Tile.Wall_d)) { //生成走廊与房间 int corridor_length = Random.Range (min_corridor_len - 2, max_corridor_len - 1); int c_xStart = -1, c_xEnd = -1, c_yStart = -1, c_yEnd = -1; int away = Random.Range (1, length - 1);//偏移量 Tile type=Tile.Default; //根据打穿的墙壁类型决定房间和走廊的位置 switch (full_map [x, y]) { case(Tile.Wall_a): xStart = x - away; xEnd = x + width; yEnd = y - corridor_length - 1; yStart = yEnd - length; c_yEnd = y; c_yStart = y - corridor_length - 1; c_xEnd = x; c_xStart = x; type = Tile.Corridor_ad; break; case(Tile.Wall_d): xStart = x - away; xEnd = x + width; yStart = y + corridor_length + 1; yEnd = yStart + length; c_yStart = y; c_yEnd = y + corridor_length + 1; c_xEnd = x; c_xStart = x; type = Tile.Corridor_ad; break; case(Tile.Wall_w): yStart = y - away; yEnd = yStart + length; xStart = x + corridor_length + 1; xEnd = xStart + width; c_xStart = x; c_xEnd = x + corridor_length + 1; c_yStart = y; c_yEnd = y; type = Tile.Corridor_ws; break; case(Tile.Wall_s): yStart = y - away; yEnd = yStart + length; xEnd = x - corridor_length - 1; xStart = xEnd - width; c_xEnd = x; c_xStart = x - corridor_length - 1; c_yStart = y; c_yEnd = y; type = Tile.Corridor_ws; break; default: break; } if (IsAreaUnused (xStart, yStart, xEnd, yEnd)) { Creat_room (xStart, yStart, xEnd, yEnd); Creat_Corridor (c_xStart, c_yStart, c_xEnd, c_yEnd,type);//判断是否在地图内,然后生成 return true; } else return false; } else return false; } return true; } public void make_dungeon(int step){ int x, y; int num=0; for (int i = 0; i < step; i++) { x = Random.Range (0,map_max_width); y = Random.Range (0,map_max_length); if (MakeRoomAndCorridor(x,y)){ num++; } if (num==room_num){ break; } } if (num Debug.Log ("无法生成指定个数的房间!请确认数据的合法性或加大步数"); } } public Tile[,] getmap(){ return(full_map); } } 然后是用于控制生成的类,绑在摄像机上就能运行: using UnityEngine; using System.Collections; using System; public class gameDriver : MonoBehaviour { private Transform dungeon; public int random_seed=1; public int room_max_length=5,room_max_width=5,room_min_length=3,room_min_width=3,map_max_length=100,map_max_width=100,room_num=5,min_corridor_len=1,max_corridor_len=3,step=10000;//房间的最大最小宽度,地图的最大长宽,房间的个数 // Use this for initialization void Start () { dungeon = GameObject.Find ("dungeon").transform;//在地图上事先创建了一个放实体的空物体 Action _Instantiate=(t,v)=>{object g=Instantiate(t,v,t.rotation);((Transform)g).SetParent(dungeon);}; UnityEngine.Random.InitState (random_seed);//初始化随机种子 map.Instance.Init (room_max_length, room_max_width, room_min_length, room_min_width, map_max_length, map_max_width, room_num,min_corridor_len,max_corridor_len);//初始化参数 map.Instance.make_dungeon(step);//生成地牢 creat_dungeon.Instance.creat (map.Instance.getmap (), _Instantiate);//实体化地牢 } // Update is called once per frame void Update () { } }
最终的效果预览:
当然这个地牢还有很多东西没加上去,比如我在枚举类中定义的门(可以加在走廊的两端),出入口。还有装饰用的灯啊,小物品等,暂时就先这样吧,也没想到用这个后续搞点事情。
补发工程源码:
链接:https://pan.baidu.com/s/1jIuh36m 密码:hx9b
来源:https://www.cnblogs.com/Swallowtail/p/6181441.html