Ахуеть, я сделал генерацию уровней на основе идеи Димки
This commit is contained in:
1 parent
b7e9a26462
commit
acd9cc1a32
52 files changed
+6333
-540
No files matched your search
@@ -6,35 +6,49 @@ using UnityEngine;
|
||||
|
||||
namespace Code.Generator
|
||||
{
|
||||
public class RoomGenerator : MonoBehaviour
|
||||
public class RoomGenerator
|
||||
{
|
||||
private IOrderService _orderService;
|
||||
|
||||
[SerializeField] private GeneratorConfig generatorConfig;
|
||||
|
||||
private RoomGeneratorFactory _factory;
|
||||
[Inject] private IOrderService _orderService;
|
||||
|
||||
[Inject] private GeneratorConfig generatorConfig;
|
||||
|
||||
[Inject] private IRoomGeneratorFactory _factory;
|
||||
|
||||
private List<RoomIndex> _roomIndexesStack;
|
||||
|
||||
private struct RoomIndex
|
||||
{
|
||||
public RoomType RoomType;
|
||||
public int Index;
|
||||
|
||||
public RoomIndex(RoomType roomType, int index)
|
||||
{
|
||||
RoomType = roomType;
|
||||
Index = index;
|
||||
}
|
||||
}
|
||||
|
||||
private List<int> _roomIndexesStack;
|
||||
private List<Room> _spawnedRooms;
|
||||
|
||||
private int _nextRoomStackIndex;
|
||||
|
||||
[Inject]
|
||||
private async void Construct(IOrderService orderService)
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
_orderService = orderService;
|
||||
_orderService.OrderGive();
|
||||
|
||||
_factory = new RoomGeneratorFactory(generatorConfig);
|
||||
// _orderService.OrderGive();
|
||||
|
||||
_spawnedRooms = new List<Room>();
|
||||
_roomIndexesStack = new List<int>();
|
||||
_roomIndexesStack = new();
|
||||
|
||||
Debug.LogWarning($"КОТЛЫ ГЕНЕРАЛЬСКИЕ{_orderService.DeliveryTimer}");
|
||||
|
||||
await _factory.PreloadRooms();
|
||||
// CreateRoomsStack();
|
||||
|
||||
CreateRoomsStack();
|
||||
await SpawnInitialRoomsAsync();
|
||||
// SpawnInitialRoomsAsync();
|
||||
_orderService.OnOrderGiven += CreateRoomsStack;
|
||||
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
|
||||
|
||||
CreateSaveRoom();
|
||||
SpawnNextRoomAsync();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -46,117 +60,72 @@ namespace Code.Generator
|
||||
{
|
||||
RoomTrigger.PlayerEnteredRoom -= OnPlayerEntered;
|
||||
}
|
||||
|
||||
public async void OnPlayerEntered()
|
||||
{
|
||||
await SpawnNextRoomAsync();
|
||||
|
||||
if (_spawnedRooms.Count > 2)
|
||||
public void OnPlayerEntered()
|
||||
{
|
||||
SpawnNextRoomAsync();
|
||||
|
||||
if (_spawnedRooms.Count > 3)
|
||||
{
|
||||
Room roomToRemove = _spawnedRooms[0];
|
||||
_spawnedRooms.RemoveAt(0);
|
||||
|
||||
_factory.ReleaseRoom(roomToRemove);
|
||||
Destroy(roomToRemove.gameObject);
|
||||
// _factory.ReleaseRoom(roomToRemove);
|
||||
Object.Destroy(roomToRemove.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateRoomsStack()
|
||||
|
||||
private void CreateRoomsStack(float timer)
|
||||
{
|
||||
var currentSaveRoom = _roomIndexesStack[^1];
|
||||
_roomIndexesStack.Clear();
|
||||
var remainingTime = _orderService.DeliveryTimer;
|
||||
float ladderTimer = 0f;
|
||||
int totalRooms = generatorConfig.roomAssetReferences.Length;
|
||||
List<int> availableIndexes = new List<int>();
|
||||
for (int i = 0; i < totalRooms; i++)
|
||||
availableIndexes.Add(i);
|
||||
|
||||
int saveIndex = FindRoomIndexByType(RoomType.Save);
|
||||
if (saveIndex != -1)
|
||||
_roomIndexesStack.Add(currentSaveRoom);
|
||||
|
||||
var remainingTime = timer;
|
||||
|
||||
while (remainingTime > 0)
|
||||
{
|
||||
var prefab = _factory.GetCachedPrefab(saveIndex);
|
||||
if (prefab != null)
|
||||
{
|
||||
Room saveRoom = prefab.GetComponent<Room>();
|
||||
if (saveRoom != null)
|
||||
{
|
||||
_roomIndexesStack.Add(saveIndex);
|
||||
availableIndexes.Remove(saveIndex);
|
||||
|
||||
Debug.Log($"Первая комната: {saveRoom.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
while (remainingTime > 0 && availableIndexes.Count > 0)
|
||||
{
|
||||
int randomIndex = Random.Range(0, availableIndexes.Count);
|
||||
int chosenOne = availableIndexes[randomIndex];
|
||||
|
||||
var prefab = _factory.GetCachedPrefab(chosenOne);
|
||||
if (prefab == null)
|
||||
continue;
|
||||
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.Basic, out int roomIndex);
|
||||
|
||||
Room room = prefab.GetComponent<Room>();
|
||||
if (room == null)
|
||||
continue;
|
||||
|
||||
switch (room.RoomType)
|
||||
{
|
||||
case RoomType.Save or RoomType.PickUp:
|
||||
availableIndexes.RemoveAt(randomIndex);
|
||||
continue;
|
||||
|
||||
case RoomType.Basic:
|
||||
float currentRoomTime = room.RoomTimer;
|
||||
if (remainingTime >= currentRoomTime && ladderTimer < 30f)
|
||||
{
|
||||
_roomIndexesStack.Add(chosenOne);
|
||||
remainingTime -= currentRoomTime;
|
||||
ladderTimer += currentRoomTime;
|
||||
Debug.Log($"комната {room.name} время {currentRoomTime} осталось: {remainingTime}");
|
||||
}
|
||||
availableIndexes.RemoveAt(randomIndex);
|
||||
break;
|
||||
|
||||
case RoomType.Ladder:
|
||||
if (ladderTimer >= 30f)
|
||||
{
|
||||
_roomIndexesStack.Add(chosenOne);
|
||||
ladderTimer = 0f;
|
||||
|
||||
availableIndexes.RemoveAt(randomIndex);
|
||||
Debug.Log($"Лестница ура {room.name}");
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
Debug.Log($"тип комнаты {room.RoomType}");
|
||||
availableIndexes.RemoveAt(randomIndex);
|
||||
break;
|
||||
}
|
||||
_roomIndexesStack.Add(new(RoomType.Basic, roomIndex));
|
||||
remainingTime -= room.RoomTimer;
|
||||
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
|
||||
}
|
||||
|
||||
AddPickupRoom();
|
||||
|
||||
CreateSaveRoom();
|
||||
|
||||
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
|
||||
}
|
||||
|
||||
private void CreateSaveRoom()
|
||||
{
|
||||
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.Save, out int roomIndex);
|
||||
Room saveRoom = prefab.GetComponent<Room>();
|
||||
_roomIndexesStack.Add(new(RoomType.Save, roomIndex));
|
||||
|
||||
Debug.Log($"Первая комната: {saveRoom.name}");
|
||||
}
|
||||
|
||||
private async UniTask SpawnInitialRoomsAsync()
|
||||
{
|
||||
_nextRoomStackIndex = 0;
|
||||
|
||||
await SpawnNextRoomAsync();
|
||||
SpawnNextRoomAsync();
|
||||
|
||||
await SpawnNextRoomAsync();
|
||||
SpawnNextRoomAsync();
|
||||
}
|
||||
|
||||
private async UniTask SpawnNextRoomAsync()
|
||||
|
||||
private void SpawnNextRoomAsync()
|
||||
{
|
||||
if (_nextRoomStackIndex >= _roomIndexesStack.Count)
|
||||
return;
|
||||
|
||||
int index = _roomIndexesStack[_nextRoomStackIndex];
|
||||
Room room = await _factory.CreateRoomByIndex(index);
|
||||
RoomIndex index = _roomIndexesStack[_nextRoomStackIndex];
|
||||
Room room = _factory.CreateRoomByIndex(index.Index, index.RoomType);
|
||||
|
||||
if (_spawnedRooms.Count == 0)
|
||||
{
|
||||
@@ -172,70 +141,168 @@ namespace Code.Generator
|
||||
_spawnedRooms.Add(room);
|
||||
_nextRoomStackIndex++;
|
||||
}
|
||||
|
||||
private int FindRoomIndexByType(RoomType neededType)
|
||||
{
|
||||
int totalRooms = generatorConfig.roomAssetReferences.Length;
|
||||
for (int i = 0; i < totalRooms; i++)
|
||||
{
|
||||
var prefab = _factory.GetCachedPrefab(i);
|
||||
if (prefab == null)
|
||||
continue;
|
||||
|
||||
Room room = prefab.GetComponent<Room>();
|
||||
if (room == null)
|
||||
continue;
|
||||
|
||||
if (room.RoomType == neededType)
|
||||
return i;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
private void AddPickupRoom()
|
||||
{
|
||||
int pickupIndex = FindRoomIndexByType(RoomType.PickUp);
|
||||
if (pickupIndex == -1)
|
||||
{
|
||||
Debug.Log("PickUp комнат не найдено але");
|
||||
return;
|
||||
}
|
||||
|
||||
var prefab = _factory.GetCachedPrefab(pickupIndex);
|
||||
if (prefab == null)
|
||||
return;
|
||||
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.PickUp, out int pickupIndex);
|
||||
|
||||
Room pickupRoom = prefab.GetComponent<Room>();
|
||||
if (pickupRoom == null)
|
||||
return;
|
||||
|
||||
if (_roomIndexesStack.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("Стек пуст, нет позиции после первой");
|
||||
return;
|
||||
}
|
||||
|
||||
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
|
||||
|
||||
_roomIndexesStack.Insert(insertPos, pickupIndex);
|
||||
|
||||
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
|
||||
|
||||
_roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
|
||||
Debug.Log($"PickUp комната '{pickupRoom.name}' позиция {insertPos}");
|
||||
}
|
||||
|
||||
|
||||
|
||||
private void PlaceRoom(Room current, Room previous)
|
||||
{
|
||||
if (current.EnterMarker == null || previous.ExitMarker == null)
|
||||
return;
|
||||
|
||||
Transform enter = current.EnterMarker;
|
||||
Transform exit = previous.ExitMarker;
|
||||
Vector3 segmentOriginPosition = previous.ExitMarker.transform.position;
|
||||
|
||||
Quaternion rotationDiff = Quaternion.FromToRotation(enter.forward, exit.forward);
|
||||
current.transform.rotation = rotationDiff * current.transform.rotation;
|
||||
Transform randomDoorOrigin = current.EnterMarker;
|
||||
Vector3 randomDoorOriginPosition = randomDoorOrigin.localPosition * current.transform.localScale.x;
|
||||
Quaternion randomDoorOriginRotation = randomDoorOrigin.localRotation;
|
||||
|
||||
Vector3 offset = enter.localPosition;
|
||||
current.transform.position = exit.position - offset;
|
||||
float segmentOriginYRotation;
|
||||
|
||||
float entityRotation = previous.ExitMarker.transform.rotation.eulerAngles.y;
|
||||
if (entityRotation > 305f) entityRotation -= 360f;
|
||||
else if (entityRotation < -45f) entityRotation += 360f;
|
||||
|
||||
if (entityRotation > 135f)
|
||||
segmentOriginYRotation = entityRotation - randomDoorOriginRotation.eulerAngles.y + 180f;
|
||||
else
|
||||
segmentOriginYRotation = entityRotation - randomDoorOriginRotation.eulerAngles.y - 180f;
|
||||
|
||||
if (segmentOriginYRotation < -45f) segmentOriginYRotation += 360f;
|
||||
else if (segmentOriginYRotation > 305f) segmentOriginYRotation -= 360f;
|
||||
else if (segmentOriginYRotation < -305f) segmentOriginYRotation += 720f;
|
||||
|
||||
if (segmentOriginYRotation is > -45f and < 45f)
|
||||
{
|
||||
segmentOriginPosition.x -= randomDoorOriginPosition.x;
|
||||
segmentOriginPosition.z -= randomDoorOriginPosition.z;
|
||||
}
|
||||
else if (segmentOriginYRotation is >= 45f and < 135f)
|
||||
{
|
||||
segmentOriginPosition.x -= randomDoorOriginPosition.z;
|
||||
segmentOriginPosition.z += randomDoorOriginPosition.x;
|
||||
}
|
||||
else if (segmentOriginYRotation is >= 135f and < 225f)
|
||||
{
|
||||
segmentOriginPosition.x += randomDoorOriginPosition.x;
|
||||
segmentOriginPosition.z += randomDoorOriginPosition.z;
|
||||
}
|
||||
else if (segmentOriginYRotation is >= 225f and < 305f)
|
||||
{
|
||||
segmentOriginPosition.x += randomDoorOriginPosition.z;
|
||||
segmentOriginPosition.z -= randomDoorOriginPosition.x;
|
||||
}
|
||||
|
||||
segmentOriginPosition.y -= randomDoorOriginPosition.y;
|
||||
current.transform.position = segmentOriginPosition;
|
||||
current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0);
|
||||
// locationSegment.isNeedSomeDoors = true;
|
||||
// locationSegment.AddBadDoorId(locationSegment.LocationSegment.GetDoorOrigins.IndexOf(randomDoorOrigin));
|
||||
current.Initialize();
|
||||
|
||||
float frameOnTheBallRotation = segmentOriginYRotation + randomDoorOriginRotation.eulerAngles.y;
|
||||
if (frameOnTheBallRotation > 305f) frameOnTheBallRotation -= 360f;
|
||||
else if (frameOnTheBallRotation < -45f) frameOnTheBallRotation += 360f;
|
||||
|
||||
// heOnTheBall.AddSlaveLocationSegment(locationSegment.Id);
|
||||
// heOnTheBall.ReplaceSlaveSegmentDoorOriginYRotation(frameOnTheBallRotation);
|
||||
// heOnTheBall.isGotOnTheBall = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
// private void CreateRoomsStackDimka()
|
||||
// {
|
||||
// _roomIndexesStack.Clear();
|
||||
// var remainingTime = _orderService.DeliveryTimer;
|
||||
// float ladderTimer = 0f;
|
||||
// int totalRooms = generatorConfig.roomAssetReferences.Length;
|
||||
// List<int> availableIndexes = new List<int>();
|
||||
// for (int i = 0; i < totalRooms; i++)
|
||||
// availableIndexes.Add(i);
|
||||
//
|
||||
// int saveIndex = FindRoomIndexByType(RoomType.Save);
|
||||
// if (saveIndex != -1)
|
||||
// {
|
||||
// var prefab = _factory.GetCachedPrefab(saveIndex);
|
||||
// if (prefab != null)
|
||||
// {
|
||||
// Room saveRoom = prefab.GetComponent<Room>();
|
||||
// if (saveRoom != null)
|
||||
// {
|
||||
// _roomIndexesStack.Add(saveIndex);
|
||||
// availableIndexes.Remove(saveIndex);
|
||||
//
|
||||
// Debug.Log($"Первая комната: {saveRoom.name}");
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// while (remainingTime > 0 && availableIndexes.Count > 0)
|
||||
// {
|
||||
// int randomIndex = Random.Range(0, availableIndexes.Count);
|
||||
// int chosenOne = availableIndexes[randomIndex];
|
||||
//
|
||||
// var prefab = _factory.GetCachedPrefab(chosenOne);
|
||||
// if (prefab == null)
|
||||
// continue;
|
||||
//
|
||||
// Room room = prefab.GetComponent<Room>();
|
||||
// if (room == null)
|
||||
// continue;
|
||||
//
|
||||
// switch (room.RoomType)
|
||||
// {
|
||||
// case RoomType.Save or RoomType.PickUp:
|
||||
// availableIndexes.RemoveAt(randomIndex);
|
||||
// continue;
|
||||
//
|
||||
// case RoomType.Basic:
|
||||
// float currentRoomTime = room.RoomTimer;
|
||||
// if (remainingTime >= currentRoomTime && ladderTimer < 30f)
|
||||
// {
|
||||
// _roomIndexesStack.Add(chosenOne);
|
||||
// remainingTime -= currentRoomTime;
|
||||
// ladderTimer += currentRoomTime;
|
||||
// Debug.Log($"комната {room.name} время {currentRoomTime} осталось: {remainingTime}");
|
||||
// }
|
||||
//
|
||||
// availableIndexes.RemoveAt(randomIndex);
|
||||
// break;
|
||||
//
|
||||
// case RoomType.Ladder:
|
||||
// if (ladderTimer >= 30f)
|
||||
// {
|
||||
// _roomIndexesStack.Add(chosenOne);
|
||||
// ladderTimer = 0f;
|
||||
//
|
||||
// availableIndexes.RemoveAt(randomIndex);
|
||||
// Debug.Log($"Лестница ура {room.name}");
|
||||
// }
|
||||
//
|
||||
// break;
|
||||
//
|
||||
// default:
|
||||
// Debug.Log($"тип комнаты {room.RoomType}");
|
||||
// availableIndexes.RemoveAt(randomIndex);
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// AddPickupRoom();
|
||||
// Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
|
||||
// }
|
||||
Reference in new issue
Block a user