Procedural generation progress and some animations

This commit is contained in:
Jakub Sztuba 2022-12-07 21:59:27 +01:00
parent 25fedfae64
commit c991563aa4
34 changed files with 3867 additions and 170 deletions

View File

@ -2,8 +2,10 @@
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@ -902,7 +903,19 @@ MonoBehaviour:
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@ -135466,5 +135466,13 @@ PrefabInstance:
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View File

@ -9,7 +9,7 @@ public class FollowingPatrollingEnemy : Enemy
public Transform currentGoal; public Transform currentGoal;
public AStarPathfindingAgent agent; public AStarPathfindingAgent agent;
public Transform target; public Transform target;
public float chaseRadius; public float chaseRadius;
public float attackRadius; public float attackRadius;
@ -42,14 +42,12 @@ public class FollowingPatrollingEnemy : Enemy
public float expValue; public float expValue;
public float dmgValue;
void Awake() void Awake()
{ {
//agent = GetComponent<AStarPathfindingAgent>(); //agent = GetComponent<AStarPathfindingAgent>();
} }
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -106,8 +104,7 @@ public class FollowingPatrollingEnemy : Enemy
{ {
if (timerHit >= hitWaitTime) if (timerHit >= hitWaitTime)
{ {
dmgValue = PlayerPrefs.GetFloat("attackValue"); TakeDamage(1.0f);
TakeDamage(dmgValue);
hit = false; hit = false;
timerHit = 0f; timerHit = 0f;
TakeKnockback(); TakeKnockback();
@ -126,7 +123,7 @@ public class FollowingPatrollingEnemy : Enemy
StopAllCoroutines(); StopAllCoroutines();
if (Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius) if (Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius)
{ {
//Debug.Log(agent); //Debug.Log(agent);
agent.FindPath(); agent.FindPath();
//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime); //transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
@ -134,9 +131,9 @@ public class FollowingPatrollingEnemy : Enemy
} }
else if (Vector2.Distance(target.position, transform.position) > chaseRadius) else if (Vector2.Distance(target.position, transform.position) > chaseRadius)
{ {
//Debug.Log(Vector2.Distance(transform.position, path[currentPoint].position)); //Debug.Log(Vector2.Distance(transform.position, path[currentPoint].position));
if (Vector2.Distance(transform.position, path[currentPoint].position) > roundingDistance) if (Vector2.Distance(transform.position, path[currentPoint].position) > roundingDistance)
{ {
StopAllCoroutines(); StopAllCoroutines();
@ -164,7 +161,7 @@ public class FollowingPatrollingEnemy : Enemy
firstAttack = false; firstAttack = false;
} }
if (collision.tag == "AttackHitbox" || collision.tag == "PickaxeHitbox") if (collision.tag == "AttackHitbox" || collision.tag == "PickaxeHitbox")
{ {
hit = true; hit = true;
} }

View File

@ -6,11 +6,10 @@ using UnityEngine;
namespace GUI_Scripts.ProceduralGeneration namespace GUI_Scripts.ProceduralGeneration
{ {
public class FloodFill public class FloodFill : GraphNode
{ {
private Map map; private Map map;
private int id;
private List<Vector2Int> positions = new List<Vector2Int>();
private List<Vector2Int> queue = new List<Vector2Int>(); private List<Vector2Int> queue = new List<Vector2Int>();
public FloodFill(Map map, int id, Vector2Int startPosition) public FloodFill(Map map, int id, Vector2Int startPosition)
@ -29,6 +28,7 @@ namespace GUI_Scripts.ProceduralGeneration
if (map.tiles.ContainsKey(posiiton) && map.tiles[posiiton] == 0) if (map.tiles.ContainsKey(posiiton) && map.tiles[posiiton] == 0)
{ {
map.tiles[posiiton] = id; map.tiles[posiiton] = id;
positions.Add(posiiton);
foreach (var dir in Directions2D) foreach (var dir in Directions2D)
{ {
if (map.tiles.ContainsKey(posiiton + dir) && !positions.Contains(posiiton+dir)) if (map.tiles.ContainsKey(posiiton + dir) && !positions.Contains(posiiton+dir))
@ -36,6 +36,7 @@ namespace GUI_Scripts.ProceduralGeneration
queue.Add(posiiton+dir); queue.Add(posiiton+dir);
} }
} }
break;
} }
} }
@ -50,38 +51,5 @@ namespace GUI_Scripts.ProceduralGeneration
Vector2Int.down, Vector2Int.down,
}; };
} }
public class Map
{
public Dictionary<Vector2Int, int> tiles;
public Map(Vector2Int size)
{
tiles = new Dictionary<Vector2Int, int>();
for (int x = 0; x < size.x; x++)
{
for (int y = 0; y < size.y; y++)
{
tiles.Add(new Vector2Int(x,y),0);
}
}
}
public void Fill(List<FloodFill> fillers)
{
int count = fillers.Count;
while (count > 0)
{
count = fillers.Count;
foreach (var filler in fillers)
{
if (filler.Fill())
{
count--;
}
}
}
}
}
} }

View File

@ -0,0 +1,119 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using GUI_Scripts.ProceduralGeneration;
using UnityEditor.MemoryProfiler;
using UnityEngine;
public class Graph
{
public List<GraphNode> graphNodes = new List<GraphNode>();
public Dictionary<Vector2Int, GraphNode> nodesPositions = new Dictionary<Vector2Int, GraphNode>();
public Map map;
public Graph(Map map)
{
this.map = map;
}
public void Connect()
{
nodesPositions.Clear();
foreach (var node in graphNodes)
{
node.neighbours.Clear();
foreach (var pos in node.positions)
{
nodesPositions.Add(pos, node);
}
}
Debug.Log(graphNodes.Count);
Debug.Log(nodesPositions.Count);
for (int i = 0; i < map.size.x-1; i++)
{
for (int j = 0; j < map.size.y-1; j++)
{
Vector2Int pos = new Vector2Int(i, j);
Vector2Int right = new Vector2Int(i + 1, j);
Vector2Int down = new Vector2Int(i, j + 1);
if (!nodesPositions.ContainsKey(pos))
{
continue;
}
GraphNode node = nodesPositions[pos];
if (nodesPositions.TryGetValue(right, out GraphNode nodeRight))
{
if (node != nodeRight)
{
node.neighbours.Add(nodeRight);
nodeRight.neighbours.Add(node);
}
}
if (nodesPositions.TryGetValue(right, out GraphNode nodeDown))
{
if (node != nodeDown)
{
node.neighbours.Add(nodeDown);
nodeDown.neighbours.Add(node);
}
}
}
}
}
public void removeNode(GraphNode node)
{
graphNodes.Remove(node);
Connect();
}
public void AddNode(GraphNode node)
{
graphNodes.Add(node);
Connect();
}
public bool checkConnectivity()
{
GraphNode nodeStart = graphNodes[0];
Queue<GraphNode> toCheck = new Queue<GraphNode>();
List<GraphNode> visited = new List<GraphNode>();
toCheck.Enqueue(nodeStart);
while (toCheck.Count > 0)
{
GraphNode checkNow = toCheck.Dequeue();
visited.Add(checkNow);
foreach (var node in checkNow.neighbours)
{
if (!toCheck.Contains(node) && !visited.Contains(node))
{
toCheck.Enqueue(node);
}
}
}
return visited.Count == graphNodes.Count;
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GraphNode
{
public HashSet<Vector2Int> positions = new HashSet<Vector2Int>();
public HashSet<GraphNode> neighbours = new HashSet<GraphNode>();
public int id;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GUI_Scripts.ProceduralGeneration
{
public class Map
{
public Dictionary<Vector2Int, int > tiles;
public Vector2Int size;
public Map(Vector2Int size)
{
tiles = new Dictionary<Vector2Int, int>();
for (int x = 0; x < size.x; x++)
{
for (int y = 0; y < size.y; y++)
{
tiles.Add(new Vector2Int(x,y),0);
}
}
this.size = size;
}
public void Fill(List<FloodFill> fillers)
{
int count = fillers.Count;
while (count > 0)
{
count = fillers.Count;
foreach (var filler in fillers)
{
if (filler.Fill())
{
count--;
}
}
}
}
}
}

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@ -0,0 +1,85 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using GUI_Scripts.ProceduralGeneration;
using UnityEngine;
using UnityEngine.Tilemaps;
public class TileMapGenerator : MonoBehaviour
{
// Start is called before the first frame update
public Tilemap ground, walls;
public Tile ground1, wall1;
public Graph graph;
void Start()
{
Map map = new Map(new Vector2Int(100, 100));
List<FloodFill> fillers = new List<FloodFill>();
for (int i = 0; i < 50; i++)
{
FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 50), Random.Range(0, 50)));
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;
}
}
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);
}
else if (id == 2)
{
ground.SetTile(new Vector3Int(pos.x,pos.y,0), wall1);
}
}
}
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
Debug.Log(startPos);
}
// Update is called once per frame
void Update()
{
}
}

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