unity3d随机地牢生成代码

房东的猫 提交于 2020-04-02 17:34:05
现在也是处于失业状态,碰巧看到个面试题是要用unity生成个随机地牢,就把做题过程中的思路和代码记录一下吧。

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

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