NPC Speed Fix

This commit is contained in:
KrolMel 2023-01-15 00:57:51 +01:00
commit 0149b8a19f
2 changed files with 310 additions and 291 deletions

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@ -1,149 +1,162 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
public class NodeMap : MonoBehaviour
{
public Vector2Int mapSize;
public Node[,] nodeGrid = new Node[0,0];
public float cellSize;
public TileData[] TileDatas;
public Dictionary<TileBase, TileData> DataFromTiles = new Dictionary<TileBase, TileData>();
public bool hasEverRun = false;
public Tilemap tilemap;
// Start is called before the first frame update
void LateUpdate()
{
if (!hasEverRun){
DataFromTiles = new Dictionary<TileBase, TileData>();
foreach (var tileData in TileDatas)
{
foreach (var tile in tileData.Tiles)
{
DataFromTiles.Add(tile, tileData);
}
}
hasEverRun = true;
CreateNodes();
TileCheck();
}
}
public void TileCheck()
{
foreach (var n in nodeGrid)
{
Vector2Int gridPosition = n.gridPosition;
Vector3Int TileGridPosition = tilemap.WorldToCell(n.worldPosition);
TileBase Tile = tilemap.GetTile(TileGridPosition);
if (Tile == null) continue;
if (!DataFromTiles.ContainsKey(Tile))
{
continue;
}
n.walkable = DataFromTiles[Tile].walkable;
}
}
// Update is called once per frame
void Update()
{
}
public void TeleportTo(GameObject g, Node node)
{
g.transform.position = node.worldPosition;
}
public List<Node> GetNeighbours(Node node)
{
List<Node> neighbours = new List<Node>();
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
if (x == 0 && y == 0)
continue;
int checkX = node.gridPosition.x + x;
int checkY = node.gridPosition.y + y;
if (checkX >= 0 && checkX < mapSize.x && checkY >= 0 && checkY < mapSize.y)
{
Node item = nodeGrid[checkX, checkY];
neighbours.Add(item);
}
}
}
return neighbours;
}
public void CreateNodes()
{
nodeGrid = new Node[mapSize.x, mapSize.y];
for (int x = 0; x < nodeGrid.GetLength(0); x++)
{
for (int y = 0; y < nodeGrid.GetLength(1); y++)
{
Vector2Int gridPosition = new Vector2Int(x, y);
nodeGrid[x, y] = new Node(gridPosition, GetWorldPosition(gridPosition));
Vector3Int TileGridPosition = tilemap.WorldToCell(nodeGrid[x,y].worldPosition);
TileBase Tile = tilemap.GetTile(TileGridPosition);
//nodeGrid[x, y].walkable = DataFromTiles[Tile].walkable;
}
}
}
public Node NodeFromWorldPoint(Vector2 worldPosition)
{
float percentX = (worldPosition.x + mapSize.x / 2) / mapSize.x;
float percentY = (worldPosition.y + mapSize.y / 2) / mapSize.y;
percentX = Mathf.Clamp01(percentX);
percentY = Mathf.Clamp01(percentY);
int x = Mathf.RoundToInt((mapSize.x - 1) * percentX);
int y = Mathf.RoundToInt((mapSize.y - 1) * percentY);
return nodeGrid[x, y];
}
public Vector3 GetWorldPosition(Vector2Int position)
{
Vector3 worldBottomLeft = transform.position - (Vector3.right * (mapSize.x / 2)) - (Vector3.up * (mapSize.y / 2));
Vector3 worldPoint = worldBottomLeft + (Vector3.right * position.x) + (Vector3.up * position.y);
Vector3 cellSizeOffset = new Vector3(cellSize / 2, cellSize / 2, 0);
return worldPoint * cellSize + cellSizeOffset;
}
public bool showIndividualNodes;
public void OnDrawGizmos()
{
Gizmos.DrawWireCube(transform.position,new Vector3(mapSize.x,mapSize.y,1) * cellSize);
if (!showIndividualNodes)
{
return;
}
foreach (var n in nodeGrid)
{
Vector3 size = Vector3.one * cellSize;
Gizmos.DrawWireCube(n.worldPosition, size);
}
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
public class NodeMap : MonoBehaviour
{
public Vector2Int mapSize;
public Node[,] nodeGrid = new Node[0,0];
public float cellSize;
public TileData[] TileDatas;
public Dictionary<TileBase, TileData> DataFromTiles = new Dictionary<TileBase, TileData>();
public bool hasEverRun = false;
public Tilemap tilemap;
// Start is called before the first frame update
void Start()
{
DataFromTiles = new Dictionary<TileBase, TileData>();
foreach (var tileData in TileDatas)
{
foreach (var tile in tileData.Tiles)
{
DataFromTiles.Add(tile, tileData);
}
}
hasEverRun = true;
CreateNodes();
TileCheck();
}
public void Generate()
{
DataFromTiles = new Dictionary<TileBase, TileData>();
foreach (var tileData in TileDatas)
{
foreach (var tile in tileData.Tiles)
{
DataFromTiles.Add(tile, tileData);
}
}
hasEverRun = true;
CreateNodes();
TileCheck();
}
public void TileCheck()
{
foreach (var n in nodeGrid)
{
Vector2Int gridPosition = n.gridPosition;
Vector3Int TileGridPosition = tilemap.WorldToCell(n.worldPosition);
TileBase Tile = tilemap.GetTile(TileGridPosition);
if (Tile == null) continue;
if (!DataFromTiles.ContainsKey(Tile))
{
continue;
}
n.walkable = DataFromTiles[Tile].walkable;
}
}
// Update is called once per frame
void Update()
{
}
public void TeleportTo(GameObject g, Node node)
{
g.transform.position = node.worldPosition;
}
public List<Node> GetNeighbours(Node node)
{
List<Node> neighbours = new List<Node>();
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
if (x == 0 && y == 0)
continue;
int checkX = node.gridPosition.x + x;
int checkY = node.gridPosition.y + y;
if (checkX >= 0 && checkX < mapSize.x && checkY >= 0 && checkY < mapSize.y)
{
Node item = nodeGrid[checkX, checkY];
neighbours.Add(item);
}
}
}
return neighbours;
}
public void CreateNodes()
{
nodeGrid = new Node[mapSize.x, mapSize.y];
for (int x = 0; x < nodeGrid.GetLength(0); x++)
{
for (int y = 0; y < nodeGrid.GetLength(1); y++)
{
Vector2Int gridPosition = new Vector2Int(x, y);
nodeGrid[x, y] = new Node(gridPosition, GetWorldPosition(gridPosition));
Vector3Int TileGridPosition = tilemap.WorldToCell(nodeGrid[x,y].worldPosition);
TileBase Tile = tilemap.GetTile(TileGridPosition);
//nodeGrid[x, y].walkable = DataFromTiles[Tile].walkable;
}
}
}
public Node NodeFromWorldPoint(Vector2 worldPosition)
{
float percentX = (worldPosition.x + mapSize.x / 2) / mapSize.x;
float percentY = (worldPosition.y + mapSize.y / 2) / mapSize.y;
percentX = Mathf.Clamp01(percentX);
percentY = Mathf.Clamp01(percentY);
int x = Mathf.RoundToInt((mapSize.x - 1) * percentX);
int y = Mathf.RoundToInt((mapSize.y - 1) * percentY);
return nodeGrid[x, y];
}
public Vector3 GetWorldPosition(Vector2Int position)
{
Vector3 worldBottomLeft = transform.position - (Vector3.right * (mapSize.x / 2)) - (Vector3.up * (mapSize.y / 2));
Vector3 worldPoint = worldBottomLeft + (Vector3.right * position.x) + (Vector3.up * position.y);
Vector3 cellSizeOffset = new Vector3(cellSize / 2, cellSize / 2, 0);
return worldPoint * cellSize + cellSizeOffset;
}
public bool showIndividualNodes;
public void OnDrawGizmos()
{
Gizmos.DrawWireCube(transform.position,new Vector3(mapSize.x,mapSize.y,1) * cellSize);
if (!showIndividualNodes)
{
return;
}
foreach (var n in nodeGrid)
{
Vector3 size = Vector3.one * cellSize;
Gizmos.DrawWireCube(n.worldPosition, size);
}
}
}

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@ -1,142 +1,148 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using GUI_Scripts.ProceduralGeneration;
using UnityEngine;
using UnityEngine.Tilemaps;
using Random = UnityEngine.Random;
using Vector2 = System.Numerics.Vector2;
public class TileMapGenerator : MonoBehaviour
{
// Start is called before the first frame update
public Tilemap ground, walls;
public Tile ground1, wall1, corner_left_up, corner_left_down, corner_right_down, corner_right_up, left, right, up, down;
public Graph graph;
public List<Vector3> availablePos;
private void Start()
{
while (!Generate())
{
}
}
bool Generate()
{
Map map = new Map(new Vector2Int(100, 100));
List<FloodFill> fillers = new List<FloodFill>();
for (int i = 0; i < 60; i++)
{
FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70)));
fillers.Add(filler);
}
map.Fill(fillers);
Graph graph = new Graph(map);
foreach (var filler in fillers)
{
graph.graphNodes.Add(filler);
}
graph.Connect();
Debug.Log(graph.checkConnectivity());
int count = fillers.Count;
for (int i = 0; i < 101; i++)
{
GraphNode random = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
graph.removeNode(random);
random.id = 2;
if (!graph.checkConnectivity())
{
graph.AddNode(random);
random.id = 1;
}
if (graph.graphNodes.Count < count / 2)
{
break;
}
}
if (graph.graphNodes.Count > count * 0.8)
{
return false;
}
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
Vector3 possiblePos = default;
foreach (var filler in fillers)
{
int id = filler.id;
foreach (var pos in filler.positions)
{
if (id == 1)
{
ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
possiblePos = new Vector3Int(pos.x, pos.y, 0);
availablePos.Add(possiblePos);
}
else if (id == 2)
{
walls.SetTile(new Vector3Int(pos.x,pos.y,0), wall1);
}
}
}
walls.SetTile(new Vector3Int(-1,-1,0), corner_left_down);
walls.SetTile(new Vector3Int(-1,100,0), corner_left_up);
walls.SetTile(new Vector3Int(100,100,0), corner_right_up);
walls.SetTile(new Vector3Int(100,-1,0), corner_right_down);
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(-1,i,0), left);}
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(100,i,0), right);}
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,-1,0), down);}
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,100,0), up);}
Debug.Log(startPos);
Debug.Log("cell added");
GameObject Player = GameObject.FindWithTag("Player");
Player.transform.position = randomCoordsForStanding();
//randomCoordsForStanding();
return true;
}
public Vector3 randomCoordsForStanding()
{
//Tile test = new Tile();
while (true)
{
int bound = availablePos.Count;
int randomVal;
randomVal = Random.Range(0, bound);
return availablePos[randomVal] + new Vector3( 0.5f, 0.5f, 0f);
}
}
// Update is called once per frame
void Update()
{
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using GUI_Scripts.ProceduralGeneration;
using UnityEngine;
using UnityEngine.Tilemaps;
using Random = UnityEngine.Random;
using Vector2 = System.Numerics.Vector2;
public class TileMapGenerator : MonoBehaviour
{
// Start is called before the first frame update
public Tilemap ground, walls;
public Tile ground1, wall1, corner_left_up, corner_left_down, corner_right_down, corner_right_up, left, right, up, down;
public Graph graph;
public List<Vector3> availablePos;
public bool generated=false;
public bool nodeMapGenerated = false;
private void Start()
{
while (!(generated=Generate()))
{
}
}
void Update()
{
if (generated && !nodeMapGenerated)
{
GameObject.FindObjectOfType<NodeMap>().Generate();
nodeMapGenerated = true;
}
}
bool Generate()
{
Map map = new Map(new Vector2Int(100, 100));
List<FloodFill> fillers = new List<FloodFill>();
for (int i = 0; i < 60; i++)
{
FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70)));
fillers.Add(filler);
}
map.Fill(fillers);
Graph graph = new Graph(map);
foreach (var filler in fillers)
{
graph.graphNodes.Add(filler);
}
graph.Connect();
Debug.Log(graph.checkConnectivity());
int count = fillers.Count;
for (int i = 0; i < 101; i++)
{
GraphNode random = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
graph.removeNode(random);
random.id = 2;
if (!graph.checkConnectivity())
{
graph.AddNode(random);
random.id = 1;
}
if (graph.graphNodes.Count < count / 2)
{
break;
}
}
if (graph.graphNodes.Count > count * 0.8)
{
return false;
}
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
Vector3 possiblePos = default;
foreach (var filler in fillers)
{
int id = filler.id;
foreach (var pos in filler.positions)
{
if (id == 1)
{
ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
possiblePos = new Vector3Int(pos.x, pos.y, 0);
availablePos.Add(possiblePos);
}
else if (id == 2)
{
walls.SetTile(new Vector3Int(pos.x,pos.y,0), wall1);
}
}
}
walls.SetTile(new Vector3Int(-1,-1,0), corner_left_down);
walls.SetTile(new Vector3Int(-1,100,0), corner_left_up);
walls.SetTile(new Vector3Int(100,100,0), corner_right_up);
walls.SetTile(new Vector3Int(100,-1,0), corner_right_down);
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(-1,i,0), left);}
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(100,i,0), right);}
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,-1,0), down);}
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,100,0), up);}
Debug.Log(startPos);
Debug.Log("cell added");
GameObject Player = GameObject.FindWithTag("Player");
Player.transform.position = randomCoordsForStanding();
//randomCoordsForStanding();
return true;
}
public Vector3 randomCoordsForStanding()
{
//Tile test = new Tile();
while (true)
{
int bound = availablePos.Count;
int randomVal;
randomVal = Random.Range(0, bound);
return availablePos[randomVal] + new Vector3( 0.5f, 0.5f, 0f);
}
}
}