Feat: updated room generator
This commit is contained in:
@@ -10,9 +10,9 @@ public class GameHandler : MonoBehaviour
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void Awake()
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{
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mapGen = GetComponent<MapGenManager>();
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//mapGen = GetComponent<MapGenManager>();
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mapGen.OnGenerationComplete += HandleStart;
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//mapGen.OnGenerationComplete += HandleStart;
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}
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void Start()
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{
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@@ -25,14 +25,14 @@ public class GameHandler : MonoBehaviour
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}
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private void HandleStart(MapGenManager map)
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{
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var Rooms = map.GridToRoom;
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//private void HandleStart(MapGenManager map)
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//{
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// var Rooms = map.GridToRoom;
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/*----- For now only open the doors -----*/
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foreach (var room in mapGen.GridToRoom)
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{
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var rh = room.Value.GetComponent<RoomHandler>();
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}
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}
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// /*----- For now only open the doors -----*/
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// foreach (var room in mapGen.GridToRoom)
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// {
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// var rh = room.Value.GetComponent<RoomHandler>();
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// }
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//}
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}
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@@ -1,301 +1,516 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.AI.Navigation;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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public class MapGenManager : MonoBehaviour
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{
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/* ------------------ INSPECTOR FIELDS ------------------ */
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[Header("Room Prefabs")]
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[SerializeField] private List<GameObject> mapPrefab = new();
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[Header("Generátor")]
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[Tooltip("Velikost jedné buňky matice v Unity units.")]
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public float cellSize = 1f;
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[Header("Player")]
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[SerializeField] private GameObject Player;
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[Tooltip("Výška zdi.")]
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public float wallHeight = 1f;
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[Header("Corridor Prefabs")]
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[SerializeField] private GameObject CorridorStraight;
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[SerializeField] private GameObject CorridorStraightUnlit;
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[SerializeField] private GameObject DoorCorridor;
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[Tooltip("Počet místností (rozsah).")]
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public int roomCountMin = 10;
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public int roomCountMax = 20;
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[Header("Layout")]
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[SerializeField] private MapLayout layout;
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[Tooltip("Maximální velikost místnosti v buňkách (rozsah).")]
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public int maxRoomSizeMin = 14;
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public int maxRoomSizeMax = 20;
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[Header("NavMesh Settings")]
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[SerializeField] private bool useGlobalNavMesh = true;
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private NavMeshSurface globalNavMeshSurface;
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[Header("Materiály")]
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public Material wallMaterial;
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public Material floorMaterial;
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public Material doorMaterial;
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[Header("Generation Settings")]
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[SerializeField] private int RoomDistance = 3;
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[Header("Hráč")]
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[Tooltip("Prefab hráče – bude spawnut uprostřed první místnosti.")]
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public GameObject playerPrefab;
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private readonly Dictionary<Vector2Int, GameObject> gridToRoom = new();
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public event Action<MapGenManager> OnGenerationComplete;
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public IReadOnlyDictionary<Vector2Int, GameObject> GridToRoom => gridToRoom;
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[Header("Chování")]
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public bool generateOnStart = true;
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void Start() => StartCoroutine(GenerateWithDelay());
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private int[][] genMatrix;
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private int roomCount;
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private int maxRoomSize;
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private IEnumerator GenerateWithDelay()
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private int MATRIX_SIZE_X = 10;
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private int MATRIX_SIZE_Y = 10;
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private const int ROOM_PADDING = 1;
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// Šířka chodby v buňkách (1 = původní, 3 = o jeden blok víc na každou stranu)
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private const int CORRIDOR_WIDTH = 3;
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private System.Random rng = new System.Random();
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private List<Room> rooms = new List<Room>();
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private GameObject wallsParent;
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private GameObject floorParent;
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private GameObject doorsParent;
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private const int TILE_EMPTY = 0;
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private const int TILE_WALL = 1;
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private const int TILE_DOOR = 2;
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private void Start()
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{
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yield return null; // Počkej jeden frame
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GenerateFromLayout();
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if (generateOnStart)
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Generate();
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}
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private void GenerateFromLayout()
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public void Generate()
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{
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if (layout == null || string.IsNullOrWhiteSpace(layout.grid))
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{
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Debug.LogError("Layout asset není přiřazený nebo je prázdný!");
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return;
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}
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gridToRoom.Clear();
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/* ----------- Create a spawn room ----------- */
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GameObject spawnPrefab = mapPrefab[0];
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Vector3 cellSize = GetPrefabXZ(spawnPrefab);
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string[] lines = layout.grid.Split('\n')
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.Select(l => l.TrimEnd('\r'))
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.Where(l => !string.IsNullOrWhiteSpace(l))
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.ToArray();
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Vector2 first = GetFirstOrLastRoom(lines);
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int bottomRow = (int)first.y;
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int spawnX = (int)first.x;
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Vector3 spawnPos = new Vector3(spawnX * (cellSize.x + RoomDistance), 0, 0);
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GameObject spawnRoom = Instantiate(spawnPrefab, spawnPos, Quaternion.identity, transform);
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gridToRoom[new Vector2Int(spawnX, 0)] = spawnRoom;
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/* ----------- Spawn the player ----------- */
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if (Player)
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{
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GameObject p = Instantiate(Player, spawnPos + new Vector3(0, 1, 3), Quaternion.identity, transform);
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Transform inner = p.transform.Find("Player");
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if (inner) inner.tag = "Player";
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}
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/* ----------- Build rooms ----------- */
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BuildRooms(lines, bottomRow, cellSize);
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// Použij coroutine pro dokončení generování
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StartCoroutine(FinishGenerationAfterDelay());
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ClearPrevious();
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RunGenerator();
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ConnectRooms();
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BuildMeshes();
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SpawnPlayer();
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}
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/// <summary>
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/// Builds corridors and doors between rooms.
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/// </summary>
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private void BuildCorridors()
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private void SpawnPlayer()
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{
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// Jediné dva směry, které musíme zkontrolovat z každé místnosti (right/up)
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Vector2Int[] directions = { Vector2Int.right, Vector2Int.up };
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if (playerPrefab == null || rooms.Count == 0) return;
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// Délky prefebů – podél X a Z osy
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float straightLenX = CorridorStraight.GetComponent<PrefabSize>().prefabSize.x;
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float straightLenZ = CorridorStraight.GetComponent<PrefabSize>().prefabSize.y;
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float doorLenX = DoorCorridor.GetComponent<PrefabSize>().prefabSize.x;
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float doorLenZ = DoorCorridor.GetComponent<PrefabSize>().prefabSize.y;
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Room spawnRoom = rooms[0];
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float centerCol = (spawnRoom.start_x + spawnRoom.end_x) / 2f;
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float centerRow = (spawnRoom.start_y + spawnRoom.end_y) / 2f;
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foreach (var kv in gridToRoom)
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Vector3 spawnPos = new Vector3(centerCol * cellSize, 1f, centerRow * cellSize);
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GameObject player = Instantiate(playerPrefab, spawnPos, Quaternion.identity);
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Transform inner = player.transform.Find("Player");
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if (inner != null) inner.tag = "Player";
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}
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private void ClearPrevious()
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{
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if (wallsParent != null) Destroy(wallsParent);
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if (floorParent != null) Destroy(floorParent);
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if (doorsParent != null) Destroy(doorsParent);
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wallsParent = new GameObject("Walls");
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floorParent = new GameObject("Floor");
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doorsParent = new GameObject("Doors");
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wallsParent.transform.SetParent(transform);
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floorParent.transform.SetParent(transform);
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doorsParent.transform.SetParent(transform);
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MATRIX_SIZE_X = 10;
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MATRIX_SIZE_Y = 10;
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rooms.Clear();
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}
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// ══════════════════════════════════════════════════════════════════════════
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// GENERÁTOR
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// ══════════════════════════════════════════════════════════════════════════
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private void RunGenerator()
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{
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roomCount = rng.Next(roomCountMin, roomCountMax);
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maxRoomSize = rng.Next(maxRoomSizeMin, maxRoomSizeMax);
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genMatrix = new int[MATRIX_SIZE_Y][];
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for (int i = 0; i < MATRIX_SIZE_Y; i++)
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genMatrix[i] = new int[MATRIX_SIZE_X];
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// FIX: zajistíme dostatek místa pro první místnost PŘED jejím vykreslením,
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// jinak by GenerateRoomMatrix ořezal její rozměry na počáteční 10×10.
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EnsureMatrixSize(maxRoomSize + ROOM_PADDING + 1, maxRoomSize + ROOM_PADDING + 1);
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Room firstRoom = CreateAndCarveRoom(0, 0);
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firstRoom.possibleNeighbourDir[2] = false; // doleva ven z mapy
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firstRoom.possibleNeighbourDir[3] = false; // nahoru ven z mapy
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rooms.Add(firstRoom);
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Queue<Room> expandQueue = new Queue<Room>();
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expandQueue.Enqueue(firstRoom);
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int safety = 0, maxSafety = roomCount * 50;
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while (rooms.Count < roomCount && expandQueue.Count > 0 && safety < maxSafety)
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{
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Vector2Int cell = kv.Key;
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GameObject roomA = kv.Value;
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safety++;
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Room current = expandQueue.Dequeue();
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if (!current.canExpand()) continue;
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foreach (Vector2Int dir in directions)
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var dirKeys = new List<int>(current.getPossibleDirections().Keys);
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foreach (int dirKey in dirKeys)
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{
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Vector2Int nKey = cell + dir;
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if (!gridToRoom.TryGetValue(nKey, out GameObject roomB)) continue;
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// Handle geometry
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Vector3 axis; float lenStraight, lenDoor; Quaternion rot;
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if (dir == Vector2Int.right)
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if (rooms.Count >= roomCount) break;
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Room newRoom = TryGrowNeighbour(current, dirKey);
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if (newRoom != null)
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{
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axis = Vector3.right;
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lenStraight = straightLenX;
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lenDoor = doorLenX;
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rot = Quaternion.Euler(0, 90, 0);
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rooms.Add(newRoom);
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current.addNeighbour(newRoom);
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newRoom.addNeighbour(current);
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expandQueue.Enqueue(newRoom);
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}
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else // Vector2Int.up
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{
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axis = Vector3.forward;
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lenStraight = straightLenZ;
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lenDoor = doorLenZ;
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rot = Quaternion.identity;
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}
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// Wall calculation
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float halfA = Vector3.Scale(GetPrefabXZ(roomA), axis).magnitude * 0.5f;
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float halfB = Vector3.Scale(GetPrefabXZ(roomB), axis).magnitude * 0.5f;
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Vector3 wallA = roomA.transform.position + axis * halfA;
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Vector3 wallB = roomB.transform.position - axis * halfB;
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// Doors
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Vector3 doorPos = (wallA + wallB) * 0.5f;
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GameObject doorGO = Instantiate(DoorCorridor, doorPos, rot, transform);
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DoorAnimation anim = doorGO.GetComponent<DoorAnimation>();
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// Register the corridor to both rooms
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RoomHandler rhA = roomA.GetComponent<RoomHandler>();
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RoomHandler rhB = roomB.GetComponent<RoomHandler>();
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if (dir == Vector2Int.right)
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{
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rhA.RegisterDoor(RoomHandler.Side.East, anim);
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rhB.RegisterDoor(RoomHandler.Side.West, anim);
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}
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else
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{
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rhA.RegisterDoor(RoomHandler.Side.North, anim);
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rhB.RegisterDoor(RoomHandler.Side.South, anim);
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}
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// ROVNÉ SEGMENTY z obou stran dveří
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Vector3 doorEdgeA = doorPos - axis * (lenDoor * 0.5f);
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Vector3 doorEdgeB = doorPos + axis * (lenDoor * 0.5f);
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PlaceStraightSegments(doorEdgeA, wallA, -axis, rot, lenStraight);
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PlaceStraightSegments(doorEdgeB, wallB, axis, rot, lenStraight);
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}
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}
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}
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/// <summary>
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/// Vyplní úsek mezi startEdge (hrana dveří nebo předchozího dílu)
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/// a wallEdge (vnější hrana stěny místnosti) rovnými segmenty tak,
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/// aby žádný segment nepřečníval do stěny.
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/// </summary>
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private void PlaceStraightSegments(
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Vector3 startEdge,
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Vector3 wallEdge,
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Vector3 direction,
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Quaternion rot,
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float len)
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private void ConnectRooms()
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{
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const float EPS = 0.01f;
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float dist = Vector3.Distance(startEdge, wallEdge);
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if (dist < EPS) return;
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int fullCount = Mathf.FloorToInt(dist / len);
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float remainder = dist - fullCount * len;
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// Full segments
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Vector3 firstPivot = startEdge + direction * (len * 0.5f);
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for (int i = 0; i < fullCount; i++)
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var connectedPairs = new HashSet<(int, int)>();
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foreach (Room roomA in rooms)
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{
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Vector3 pos = firstPivot + direction * (i * len);
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GameObject prefab = (i % 2 == 0) ? CorridorStraight : CorridorStraightUnlit;
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Instantiate(prefab, pos, rot, transform);
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}
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// Short segment to fill the gap
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if (remainder > EPS)
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{
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Vector3 remPivot = wallEdge - direction * (remainder * 0.5f);
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GameObject last = Instantiate(CorridorStraightUnlit, remPivot, rot, transform);
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Vector3 sc = last.transform.localScale;
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sc.z *= remainder / len;
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last.transform.localScale = sc;
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}
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}
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/* ============================================================ */
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/* ROOMS */
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/* ============================================================ */
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private void BuildRooms(string[] lines, int bottomRowIdx, Vector3 cellSize)
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{
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for (int r = 0; r < lines.Length; r++)
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{
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string line = lines[r];
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int gridZ = bottomRowIdx - r + 1;
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for (int x = 0; x < line.Length; x++)
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foreach (Room roomB in roomA.getNeighbours())
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{
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char ch = line[x];
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if (ch == '-' || !char.IsDigit(ch)) continue;
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int idx = ch - '0';
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if (idx >= mapPrefab.Count) continue;
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Vector3 pos = new Vector3(x * (cellSize.x + RoomDistance), 0, gridZ * (cellSize.z + RoomDistance));
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GameObject room = Instantiate(mapPrefab[idx], pos, Quaternion.identity, transform);
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gridToRoom[new Vector2Int(x, gridZ)] = room;
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int ha = roomA.GetHashCode(), hb = roomB.GetHashCode();
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var pair = ha < hb ? (ha, hb) : (hb, ha);
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if (connectedPairs.Contains(pair)) continue;
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connectedPairs.Add(pair);
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CarveCorridor(roomA, roomB);
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}
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}
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}
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private IEnumerator FinishGenerationAfterDelay()
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private void CarveCorridor(Room a, Room b)
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{
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yield return new WaitForSeconds(0.5f);
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int half = CORRIDOR_WIDTH / 2; // pro width=3 → half=1
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/* ----------- Set entrances ----------- */
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foreach (var kv in gridToRoom)
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if (a.end_x < b.start_x || b.end_x < a.start_x)
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{
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Vector2Int g = kv.Key;
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RoomHandler rh = kv.Value.GetComponent<RoomHandler>();
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bool north = gridToRoom.ContainsKey(g + Vector2Int.left);
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bool south = gridToRoom.ContainsKey(g + Vector2Int.right);
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bool east = gridToRoom.ContainsKey(g + Vector2Int.up);
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bool west = gridToRoom.ContainsKey(g + Vector2Int.down);
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rh.SetEntrances(north, south, east, west);
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// Horizontální chodba (místnosti vedle sebe v ose X)
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Room left = a.end_x < b.start_x ? a : b;
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Room right = left == a ? b : a;
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// Vnitřní překryv (bez krajních zdí místností)
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int overlapStart = Mathf.Max(left.start_y + 1, right.start_y + 1);
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int overlapEnd = Mathf.Min(left.end_y - 1, right.end_y - 1);
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if (overlapEnd - overlapStart < CORRIDOR_WIDTH - 1) return;
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// Střed chodby – náhodně v bezpečné zóně tak, aby se chodba vešla
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int centerMin = overlapStart + half;
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int centerMax = overlapEnd - half;
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if (centerMin > centerMax) return;
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int centerY = rng.Next(centerMin, centerMax + 1);
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for (int dy = -half; dy <= half; dy++)
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{
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int y = centerY + dy;
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// Vykopaný průchod od zdi levé místnosti po zeď pravé
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for (int x = left.end_x; x <= right.start_x; x++)
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SetTile(x, y, TILE_EMPTY);
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// Dveře na hranici místností
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SetTile(left.end_x, y, TILE_DOOR);
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SetTile(right.start_x, y, TILE_DOOR);
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}
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// Boční zdi chodby (nad a pod ní), jen v mezeře mezi místnostmi
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for (int x = left.end_x + 1; x < right.start_x; x++)
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{
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SafeSetWall(x, centerY - half - 1, left, right);
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SafeSetWall(x, centerY + half + 1, left, right);
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}
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}
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/* ----------- Build corridors ----------- */
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BuildCorridors();
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/* ----------- Toggle all doors ----------- */
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foreach (var keyValuePair in gridToRoom)
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else if (a.end_y < b.start_y || b.end_y < a.start_y)
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{
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RoomHandler rh = keyValuePair.Value.GetComponent<RoomHandler>();
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rh.ToggleAllDoors();
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}
|
||||
// Vertikální chodba (místnosti nad sebou v ose Y)
|
||||
Room top = a.end_y < b.start_y ? a : b;
|
||||
Room bottom = top == a ? b : a;
|
||||
|
||||
// Vytvoř globální NavMesh
|
||||
if (useGlobalNavMesh)
|
||||
{
|
||||
yield return new WaitForSeconds(0.2f);
|
||||
CreateGlobalNavMesh();
|
||||
}
|
||||
int overlapStart = Mathf.Max(top.start_x + 1, bottom.start_x + 1);
|
||||
int overlapEnd = Mathf.Min(top.end_x - 1, bottom.end_x - 1);
|
||||
if (overlapEnd - overlapStart < CORRIDOR_WIDTH - 1) return;
|
||||
|
||||
OnGenerationComplete?.Invoke(this);
|
||||
int centerMin = overlapStart + half;
|
||||
int centerMax = overlapEnd - half;
|
||||
if (centerMin > centerMax) return;
|
||||
int centerX = rng.Next(centerMin, centerMax + 1);
|
||||
|
||||
for (int dx = -half; dx <= half; dx++)
|
||||
{
|
||||
int x = centerX + dx;
|
||||
for (int y = top.end_y; y <= bottom.start_y; y++)
|
||||
SetTile(x, y, TILE_EMPTY);
|
||||
|
||||
SetTile(x, top.end_y, TILE_DOOR);
|
||||
SetTile(x, bottom.start_y, TILE_DOOR);
|
||||
}
|
||||
|
||||
for (int y = top.end_y + 1; y < bottom.start_y; y++)
|
||||
{
|
||||
SafeSetWall(centerX - half - 1, y, top, bottom);
|
||||
SafeSetWall(centerX + half + 1, y, top, bottom);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateGlobalNavMesh()
|
||||
private void SafeSetWall(int x, int y, Room r1, Room r2)
|
||||
{
|
||||
// Odstraň všechny existující NavMeshSurface z místností
|
||||
foreach (var room in gridToRoom.Values)
|
||||
if (x < 0 || y < 0 || y >= genMatrix.Length || x >= genMatrix[y].Length) return;
|
||||
bool inside1 = x > r1.start_x && x < r1.end_x && y > r1.start_y && y < r1.end_y;
|
||||
bool inside2 = x > r2.start_x && x < r2.end_x && y > r2.start_y && y < r2.end_y;
|
||||
if (!inside1 && !inside2) genMatrix[y][x] = TILE_WALL;
|
||||
}
|
||||
|
||||
private void SetTile(int x, int y, int value)
|
||||
{
|
||||
if (y < 0 || y >= genMatrix.Length || x < 0 || x >= genMatrix[y].Length) return;
|
||||
genMatrix[y][x] = value;
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════════
|
||||
// MESH BUILDING
|
||||
// ══════════════════════════════════════════════════════════════════════════
|
||||
|
||||
private void BuildMeshes()
|
||||
{
|
||||
var wallInstances = new List<CombineInstance>();
|
||||
var floorInstances = new List<CombineInstance>();
|
||||
var doorInstances = new List<CombineInstance>();
|
||||
|
||||
Mesh cubeMesh = CreateCubeMesh(cellSize, wallHeight, cellSize);
|
||||
Mesh floorMesh = CreateCubeMesh(cellSize, cellSize * 0.1f, cellSize);
|
||||
|
||||
float wallY = wallHeight / 2f;
|
||||
float floorY = -(cellSize * 0.1f) / 2f;
|
||||
float doorY = cellSize * 0.05f;
|
||||
|
||||
for (int row = 0; row < genMatrix.Length; row++)
|
||||
{
|
||||
NavMeshSurface roomSurface = room.GetComponent<NavMeshSurface>();
|
||||
if (roomSurface != null)
|
||||
for (int col = 0; col < genMatrix[row].Length; col++)
|
||||
{
|
||||
Destroy(roomSurface);
|
||||
int tile = genMatrix[row][col];
|
||||
float worldX = col * cellSize;
|
||||
float worldZ = row * cellSize;
|
||||
|
||||
switch (tile)
|
||||
{
|
||||
case TILE_WALL:
|
||||
wallInstances.Add(MakeCombineInstance(cubeMesh,
|
||||
new Vector3(worldX, wallY, worldZ)));
|
||||
break;
|
||||
case TILE_DOOR:
|
||||
floorInstances.Add(MakeCombineInstance(floorMesh,
|
||||
new Vector3(worldX, floorY, worldZ)));
|
||||
doorInstances.Add(MakeCombineInstance(floorMesh,
|
||||
new Vector3(worldX, doorY, worldZ)));
|
||||
break;
|
||||
case TILE_EMPTY:
|
||||
floorInstances.Add(MakeCombineInstance(floorMesh,
|
||||
new Vector3(worldX, floorY, worldZ)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Vytvoř globální NavMeshSurface
|
||||
globalNavMeshSurface = gameObject.AddComponent<NavMeshSurface>();
|
||||
globalNavMeshSurface.collectObjects = CollectObjects.Children;
|
||||
globalNavMeshSurface.useGeometry = NavMeshCollectGeometry.PhysicsColliders;
|
||||
if (wallInstances.Count > 0) BuildCombinedObject(wallInstances, cubeMesh, wallsParent, wallMaterial, "WallMesh", addCollider: true);
|
||||
if (floorInstances.Count > 0) BuildCombinedObject(floorInstances, floorMesh, floorParent, floorMaterial, "FloorMesh", addCollider: true);
|
||||
if (doorInstances.Count > 0) BuildCombinedObject(doorInstances, floorMesh, doorsParent, doorMaterial, "DoorMesh", addCollider: false);
|
||||
|
||||
// Bake globální NavMesh
|
||||
globalNavMeshSurface.BuildNavMesh();
|
||||
Destroy(cubeMesh);
|
||||
Destroy(floorMesh);
|
||||
}
|
||||
|
||||
/* ============================================================ */
|
||||
/* HELPERS */
|
||||
/* ============================================================ */
|
||||
private static Vector3 GetPrefabXZ(GameObject prefab)
|
||||
private CombineInstance MakeCombineInstance(Mesh mesh, Vector3 position)
|
||||
=> new CombineInstance { mesh = mesh, transform = Matrix4x4.Translate(position) };
|
||||
|
||||
private void BuildCombinedObject(List<CombineInstance> instances, Mesh templateMesh,
|
||||
GameObject parent, Material mat, string meshName, bool addCollider)
|
||||
{
|
||||
var ps = prefab.GetComponent<PrefabSize>();
|
||||
return ps ? new Vector3(ps.prefabSize.x, 0, ps.prefabSize.y) : new Vector3(10, 0, 10);
|
||||
Mesh combined = new Mesh();
|
||||
combined.name = meshName;
|
||||
combined.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
|
||||
combined.CombineMeshes(instances.ToArray(), true, true);
|
||||
combined.RecalculateNormals();
|
||||
combined.RecalculateBounds();
|
||||
|
||||
var go = new GameObject(meshName);
|
||||
go.transform.SetParent(parent.transform);
|
||||
go.AddComponent<MeshFilter>().sharedMesh = combined;
|
||||
go.AddComponent<MeshRenderer>().sharedMaterial =
|
||||
mat != null ? mat : new Material(Shader.Find("Standard"));
|
||||
|
||||
if (addCollider)
|
||||
go.AddComponent<MeshCollider>().sharedMesh = combined;
|
||||
}
|
||||
|
||||
private Vector2 GetFirstOrLastRoom(string[] lines)
|
||||
private Mesh CreateCubeMesh(float w, float h, float d)
|
||||
{
|
||||
for (int r = lines.Length - 1; r >= 0; r--)
|
||||
var mesh = new Mesh();
|
||||
float hw = w / 2f, hh = h / 2f, hd = d / 2f;
|
||||
|
||||
mesh.vertices = new Vector3[]
|
||||
{
|
||||
string l = lines[r];
|
||||
int c = l.ToCharArray().ToList().FindIndex(char.IsDigit);
|
||||
if (c != -1) return new Vector2(c, r);
|
||||
}
|
||||
Debug.LogError("Layout neobsahuje žádnou číslici (místnost)!");
|
||||
return Vector2.zero;
|
||||
new(-hw,-hh, hd), new( hw,-hh, hd), new( hw, hh, hd), new(-hw, hh, hd),
|
||||
new( hw,-hh,-hd), new(-hw,-hh,-hd), new(-hw, hh,-hd), new( hw, hh,-hd),
|
||||
new(-hw,-hh,-hd), new(-hw,-hh, hd), new(-hw, hh, hd), new(-hw, hh,-hd),
|
||||
new( hw,-hh, hd), new( hw,-hh,-hd), new( hw, hh,-hd), new( hw, hh, hd),
|
||||
new(-hw, hh, hd), new( hw, hh, hd), new( hw, hh,-hd), new(-hw, hh,-hd),
|
||||
new(-hw,-hh,-hd), new( hw,-hh,-hd), new( hw,-hh, hd), new(-hw,-hh, hd),
|
||||
};
|
||||
// Winding order → normály dovnitř (hráč vidí vnitřní povrch zdí)
|
||||
mesh.triangles = new int[]
|
||||
{
|
||||
0, 1, 2, 0, 2, 3,
|
||||
4, 5, 6, 4, 6, 7,
|
||||
8, 9,10, 8,10,11,
|
||||
12,13,14, 12,14,15,
|
||||
16,17,18, 16,18,19,
|
||||
20,21,22, 20,22,23,
|
||||
};
|
||||
mesh.uv = new Vector2[]
|
||||
{
|
||||
new(0,0),new(1,0),new(1,1),new(0,1),
|
||||
new(0,0),new(1,0),new(1,1),new(0,1),
|
||||
new(0,0),new(1,0),new(1,1),new(0,1),
|
||||
new(0,0),new(1,0),new(1,1),new(0,1),
|
||||
new(0,0),new(1,0),new(1,1),new(0,1),
|
||||
new(0,0),new(1,0),new(1,1),new(0,1),
|
||||
};
|
||||
mesh.RecalculateNormals();
|
||||
return mesh;
|
||||
}
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════════
|
||||
// GENERÁTOR – pomocné metody
|
||||
// ══════════════════════════════════════════════════════════════════════════
|
||||
|
||||
private int[] GenerateRoomMatrix(int start_x, int start_y)
|
||||
{
|
||||
int x_stop = start_x + rng.Next(maxRoomSize / 2, maxRoomSize + 1);
|
||||
int y_stop = start_y + rng.Next(maxRoomSize / 2, maxRoomSize + 1);
|
||||
|
||||
if (x_stop >= MATRIX_SIZE_X) x_stop = MATRIX_SIZE_X - 1;
|
||||
if (y_stop >= MATRIX_SIZE_Y) y_stop = MATRIX_SIZE_Y - 1;
|
||||
|
||||
for (int y = start_y; y <= y_stop; y++)
|
||||
for (int x = start_x; x <= x_stop; x++)
|
||||
genMatrix[y][x] = (x == start_x || x == x_stop || y == start_y || y == y_stop)
|
||||
? TILE_WALL : TILE_EMPTY;
|
||||
|
||||
return new int[] { x_stop, y_stop };
|
||||
}
|
||||
|
||||
private Room CreateAndCarveRoom(int sx, int sy)
|
||||
{
|
||||
int[] end = GenerateRoomMatrix(sx, sy);
|
||||
return new Room(sx, sy, end[0], end[1]);
|
||||
}
|
||||
|
||||
private bool HasValidOverlapWithParent(Room parent, Room child, int direction)
|
||||
{
|
||||
if (direction == 0 || direction == 2)
|
||||
return (Mathf.Min(parent.end_y, child.end_y) - Mathf.Max(parent.start_y, child.start_y)) >= CORRIDOR_WIDTH + 2;
|
||||
return (Mathf.Min(parent.end_x, child.end_x) - Mathf.Max(parent.start_x, child.start_x)) >= CORRIDOR_WIDTH + 2;
|
||||
}
|
||||
|
||||
private Room TryGrowNeighbour(Room from, int direction)
|
||||
{
|
||||
int est = maxRoomSize, minOverlap = CORRIDOR_WIDTH + 2;
|
||||
int nsx, nsy;
|
||||
|
||||
switch (direction)
|
||||
{
|
||||
case 0:
|
||||
nsx = from.end_x + 1 + ROOM_PADDING;
|
||||
nsy = rng.Next(from.start_y - est + minOverlap, from.end_y - minOverlap + 2); break;
|
||||
case 1:
|
||||
nsx = rng.Next(from.start_x - est + minOverlap, from.end_x - minOverlap + 2);
|
||||
nsy = from.end_y + 1 + ROOM_PADDING; break;
|
||||
case 2:
|
||||
nsx = from.start_x - 1 - ROOM_PADDING - est;
|
||||
nsy = rng.Next(from.start_y - est + minOverlap, from.end_y - minOverlap + 2); break;
|
||||
case 3:
|
||||
nsx = rng.Next(from.start_x - est + minOverlap, from.end_x - minOverlap + 2);
|
||||
nsy = from.start_y - 1 - ROOM_PADDING - est; break;
|
||||
default: return null;
|
||||
}
|
||||
|
||||
if (nsx < 0) nsx = 0;
|
||||
if (nsy < 0) nsy = 0;
|
||||
|
||||
EnsureMatrixSize(nsx + maxRoomSize + ROOM_PADDING + 1,
|
||||
nsy + maxRoomSize + ROOM_PADDING + 1);
|
||||
|
||||
if (WouldOverlapAny(nsx, nsy, nsx + maxRoomSize, nsy + maxRoomSize))
|
||||
return null;
|
||||
|
||||
Room newRoom = CreateAndCarveRoom(nsx, nsy);
|
||||
|
||||
if (OverlapsExistingRoom(newRoom) || !HasValidOverlapWithParent(from, newRoom, direction))
|
||||
{
|
||||
EraseRoom(newRoom);
|
||||
return null;
|
||||
}
|
||||
|
||||
from.blockDirection(direction);
|
||||
return newRoom;
|
||||
}
|
||||
|
||||
private void EraseRoom(Room room)
|
||||
{
|
||||
for (int y = room.start_y; y <= room.end_y; y++)
|
||||
for (int x = room.start_x; x <= room.end_x; x++)
|
||||
if (y >= 0 && y < genMatrix.Length && x >= 0 && x < genMatrix[y].Length)
|
||||
genMatrix[y][x] = TILE_EMPTY;
|
||||
}
|
||||
|
||||
private bool WouldOverlapAny(int sx, int sy, int ex, int ey)
|
||||
{
|
||||
foreach (Room r in rooms)
|
||||
if (RectsOverlap(sx - ROOM_PADDING, sy - ROOM_PADDING, ex + ROOM_PADDING, ey + ROOM_PADDING,
|
||||
r.start_x, r.start_y, r.end_x, r.end_y)) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool OverlapsExistingRoom(Room candidate)
|
||||
{
|
||||
foreach (Room r in rooms)
|
||||
{
|
||||
if (r == candidate) continue;
|
||||
if (RectsOverlap(candidate.start_x - ROOM_PADDING, candidate.start_y - ROOM_PADDING,
|
||||
candidate.end_x + ROOM_PADDING, candidate.end_y + ROOM_PADDING,
|
||||
r.start_x, r.start_y, r.end_x, r.end_y)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool RectsOverlap(int ax1, int ay1, int ax2, int ay2,
|
||||
int bx1, int by1, int bx2, int by2)
|
||||
=> ax1 <= bx2 && ax2 >= bx1 && ay1 <= by2 && ay2 >= by1;
|
||||
|
||||
private void EnsureMatrixSize(int reqW, int reqH)
|
||||
{
|
||||
bool resized = false;
|
||||
while (reqW >= MATRIX_SIZE_X) { MATRIX_SIZE_X *= 2; resized = true; }
|
||||
while (reqH >= MATRIX_SIZE_Y) { MATRIX_SIZE_Y *= 2; resized = true; }
|
||||
if (resized) ResizeArray(ref genMatrix, MATRIX_SIZE_Y, MATRIX_SIZE_X);
|
||||
}
|
||||
|
||||
private void ResizeArray(ref int[][] original, int newH, int newW)
|
||||
{
|
||||
System.Array.Resize(ref original, newH);
|
||||
for (int i = 0; i < newH; i++)
|
||||
{
|
||||
if (original[i] == null) original[i] = new int[newW];
|
||||
else System.Array.Resize(ref original[i], newW);
|
||||
}
|
||||
}
|
||||
|
||||
private class Room
|
||||
{
|
||||
public int start_x, start_y, end_x, end_y;
|
||||
public List<Room> neighbours = new List<Room>();
|
||||
public Dictionary<int, bool> possibleNeighbourDir;
|
||||
|
||||
public Room(int sx, int sy, int ex, int ey)
|
||||
{
|
||||
start_x = sx; start_y = sy; end_x = ex; end_y = ey;
|
||||
possibleNeighbourDir = new Dictionary<int, bool>
|
||||
{ {0,true},{1,true},{2,true},{3,true} };
|
||||
}
|
||||
|
||||
public List<Room> getNeighbours() => neighbours;
|
||||
public void addNeighbour(Room r) => neighbours.Add(r);
|
||||
public void blockDirection(int d) => possibleNeighbourDir[d] = false;
|
||||
public Dictionary<int, bool> getPossibleDirections() => possibleNeighbourDir;
|
||||
public bool canExpand() =>
|
||||
possibleNeighbourDir[0] || possibleNeighbourDir[1] ||
|
||||
possibleNeighbourDir[2] || possibleNeighbourDir[3];
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,536 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Dungeon generátor pro Unity 3D.
|
||||
/// Připojte tento skript na prázdný GameObject ve scéně.
|
||||
///
|
||||
/// NASTAVENÍ V INSPEKTORU:
|
||||
/// Cell Size – velikost jedné buňky matice v Unity units (default 1)
|
||||
/// Wall Height – výška zdi (default 1)
|
||||
/// Wall Material – material pro zdi (může být null → default/pink)
|
||||
/// Floor Material– material pro podlahu (může být null)
|
||||
/// Generate On Start – zavolá Generate() automaticky při startu
|
||||
/// </summary>
|
||||
public class MapManager : MonoBehaviour
|
||||
{
|
||||
[Header("Generátor")]
|
||||
[Tooltip("Velikost jedné buňky matice v Unity units.")]
|
||||
public float cellSize = 1f;
|
||||
|
||||
[Tooltip("Výška zdi.")]
|
||||
public float wallHeight = 1f;
|
||||
|
||||
[Tooltip("Počet místností (rozsah).")]
|
||||
public int roomCountMin = 10;
|
||||
public int roomCountMax = 20;
|
||||
|
||||
[Tooltip("Maximální velikost místnosti v buňkách (rozsah).")]
|
||||
public int maxRoomSizeMin = 14;
|
||||
public int maxRoomSizeMax = 20;
|
||||
|
||||
[Header("Materiály")]
|
||||
public Material wallMaterial;
|
||||
public Material floorMaterial;
|
||||
public Material doorMaterial;
|
||||
|
||||
[Header("Chování")]
|
||||
public bool generateOnStart = true;
|
||||
|
||||
// ── Interní stav ──────────────────────────────────────────────────────────
|
||||
private int[][] genMatrix;
|
||||
private int roomCount;
|
||||
private int maxRoomSize;
|
||||
|
||||
private int MATRIX_SIZE_X = 10;
|
||||
private int MATRIX_SIZE_Y = 10;
|
||||
private const int ROOM_PADDING = 1;
|
||||
|
||||
private System.Random rng = new System.Random();
|
||||
private List<Room> rooms = new List<Room>();
|
||||
|
||||
// Rodičovské objekty pro přehlednost v hierarchii
|
||||
private GameObject wallsParent;
|
||||
private GameObject floorParent;
|
||||
private GameObject doorsParent;
|
||||
|
||||
// TileType musí odpovídat hodnotám v matici
|
||||
private const int TILE_EMPTY = 0;
|
||||
private const int TILE_WALL = 1;
|
||||
private const int TILE_DOOR = 2;
|
||||
|
||||
// ── Unity lifecycle ───────────────────────────────────────────────────────
|
||||
private void Start()
|
||||
{
|
||||
if (generateOnStart)
|
||||
Generate();
|
||||
}
|
||||
|
||||
// ── Veřejné API ──────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Vygeneruje nový dungeon (odstraní předchozí).</summary>
|
||||
public void Generate()
|
||||
{
|
||||
ClearPrevious();
|
||||
RunGenerator();
|
||||
ConnectRooms();
|
||||
BuildMeshes();
|
||||
}
|
||||
|
||||
// ── Čištění ──────────────────────────────────────────────────────────────
|
||||
|
||||
private void ClearPrevious()
|
||||
{
|
||||
if (wallsParent != null) Destroy(wallsParent);
|
||||
if (floorParent != null) Destroy(floorParent);
|
||||
if (doorsParent != null) Destroy(doorsParent);
|
||||
|
||||
wallsParent = new GameObject("Walls");
|
||||
floorParent = new GameObject("Floor");
|
||||
doorsParent = new GameObject("Doors");
|
||||
|
||||
wallsParent.transform.SetParent(transform);
|
||||
floorParent.transform.SetParent(transform);
|
||||
doorsParent.transform.SetParent(transform);
|
||||
|
||||
MATRIX_SIZE_X = 10;
|
||||
MATRIX_SIZE_Y = 10;
|
||||
rooms.Clear();
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════════
|
||||
// LOGIKA GENERÁTORU (portováno z původního C# kódu)
|
||||
// ══════════════════════════════════════════════════════════════════════════
|
||||
|
||||
private void RunGenerator()
|
||||
{
|
||||
roomCount = rng.Next(roomCountMin, roomCountMax);
|
||||
maxRoomSize = rng.Next(maxRoomSizeMin, maxRoomSizeMax);
|
||||
|
||||
genMatrix = new int[MATRIX_SIZE_Y][];
|
||||
for (int i = 0; i < MATRIX_SIZE_Y; i++)
|
||||
genMatrix[i] = new int[MATRIX_SIZE_X];
|
||||
|
||||
Room firstRoom = CreateAndCarveRoom(0, 0);
|
||||
firstRoom.possibleNeighbourDir[0] = false;
|
||||
firstRoom.possibleNeighbourDir[1] = false;
|
||||
rooms.Add(firstRoom);
|
||||
|
||||
Queue<Room> expandQueue = new Queue<Room>();
|
||||
expandQueue.Enqueue(firstRoom);
|
||||
|
||||
int safety = 0;
|
||||
int maxSafety = roomCount * 50;
|
||||
|
||||
while (rooms.Count < roomCount && expandQueue.Count > 0 && safety < maxSafety)
|
||||
{
|
||||
safety++;
|
||||
Room current = expandQueue.Dequeue();
|
||||
if (!current.canExpand()) continue;
|
||||
|
||||
foreach (var dir in current.getPossibleDirections())
|
||||
{
|
||||
if (rooms.Count >= roomCount) break;
|
||||
Room newRoom = TryGrowNeighbour(current, dir.Key);
|
||||
if (newRoom != null)
|
||||
{
|
||||
rooms.Add(newRoom);
|
||||
current.addNeighbour(newRoom);
|
||||
newRoom.addNeighbour(current);
|
||||
expandQueue.Enqueue(newRoom);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ConnectRooms()
|
||||
{
|
||||
var connectedPairs = new HashSet<(int, int)>();
|
||||
|
||||
foreach (Room roomA in rooms)
|
||||
{
|
||||
foreach (Room roomB in roomA.getNeighbours())
|
||||
{
|
||||
int ha = roomA.GetHashCode();
|
||||
int hb = roomB.GetHashCode();
|
||||
var pair = ha < hb ? (ha, hb) : (hb, ha);
|
||||
if (connectedPairs.Contains(pair)) continue;
|
||||
connectedPairs.Add(pair);
|
||||
CarveCorridor(roomA, roomB);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CarveCorridor(Room a, Room b)
|
||||
{
|
||||
// Horizontální sousedství
|
||||
if (a.end_x < b.start_x || b.end_x < a.start_x)
|
||||
{
|
||||
Room left = a.end_x < b.start_x ? a : b;
|
||||
Room right = left == a ? b : a;
|
||||
|
||||
int overlapStartY = Mathf.Max(left.start_y, right.start_y);
|
||||
int overlapEndY = Mathf.Min(left.end_y, right.end_y);
|
||||
if (overlapStartY > overlapEndY) return;
|
||||
|
||||
int targetY = (overlapStartY == overlapEndY)
|
||||
? overlapStartY
|
||||
: rng.Next(overlapStartY + 1, overlapEndY);
|
||||
|
||||
for (int x = left.end_x; x <= right.start_x; x++)
|
||||
SetTile(x, targetY, TILE_EMPTY);
|
||||
|
||||
SetTile(left.end_x, targetY, TILE_DOOR);
|
||||
SetTile(right.start_x, targetY, TILE_DOOR);
|
||||
|
||||
for (int x = left.end_x + 1; x < right.start_x; x++)
|
||||
{
|
||||
SafeSetWall(x, targetY - 1, left, right);
|
||||
SafeSetWall(x, targetY + 1, left, right);
|
||||
}
|
||||
}
|
||||
// Vertikální sousedství
|
||||
else if (a.end_y < b.start_y || b.end_y < a.start_y)
|
||||
{
|
||||
Room top = a.end_y < b.start_y ? a : b;
|
||||
Room bottom = top == a ? b : a;
|
||||
|
||||
int overlapStartX = Mathf.Max(top.start_x, bottom.start_x);
|
||||
int overlapEndX = Mathf.Min(top.end_x, bottom.end_x);
|
||||
if (overlapStartX > overlapEndX) return;
|
||||
|
||||
int targetX = (overlapStartX == overlapEndX)
|
||||
? overlapStartX
|
||||
: rng.Next(overlapStartX + 1, overlapEndX);
|
||||
|
||||
for (int y = top.end_y; y <= bottom.start_y; y++)
|
||||
SetTile(targetX, y, TILE_EMPTY);
|
||||
|
||||
SetTile(targetX, top.end_y, TILE_DOOR);
|
||||
SetTile(targetX, bottom.start_y, TILE_DOOR);
|
||||
|
||||
for (int y = top.end_y + 1; y < bottom.start_y; y++)
|
||||
{
|
||||
SafeSetWall(targetX - 1, y, top, bottom);
|
||||
SafeSetWall(targetX + 1, y, top, bottom);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SafeSetWall(int x, int y, Room r1, Room r2)
|
||||
{
|
||||
if (x < 0 || y < 0 || y >= genMatrix.Length || x >= genMatrix[y].Length) return;
|
||||
bool inside1 = x > r1.start_x && x < r1.end_x && y > r1.start_y && y < r1.end_y;
|
||||
bool inside2 = x > r2.start_x && x < r2.end_x && y > r2.start_y && y < r2.end_y;
|
||||
if (!inside1 && !inside2)
|
||||
genMatrix[y][x] = TILE_WALL;
|
||||
}
|
||||
|
||||
private void SetTile(int x, int y, int value)
|
||||
{
|
||||
if (y < 0 || y >= genMatrix.Length || x < 0 || x >= genMatrix[y].Length) return;
|
||||
genMatrix[y][x] = value;
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════════
|
||||
// MESH BUILDING
|
||||
// Klíčová optimalizace: místo N GameObject cubů se vše sloučí do 3 meshů
|
||||
// (zdi, podlaha, dveře) → 3 draw cally celkem bez ohledu na velikost dungeonu.
|
||||
// ══════════════════════════════════════════════════════════════════════════
|
||||
|
||||
private void BuildMeshes()
|
||||
{
|
||||
var wallInstances = new List<CombineInstance>();
|
||||
var floorInstances = new List<CombineInstance>();
|
||||
var doorInstances = new List<CombineInstance>();
|
||||
|
||||
// Sdílené primitivní meshe (vytvoříme je jednou a použijeme jako šablonu)
|
||||
Mesh cubeMesh = CreateCubeMesh(cellSize, wallHeight, cellSize);
|
||||
Mesh floorMesh = CreateCubeMesh(cellSize, cellSize * 0.1f, cellSize);
|
||||
|
||||
for (int row = 0; row < genMatrix.Length; row++)
|
||||
{
|
||||
for (int col = 0; col < genMatrix[row].Length; col++)
|
||||
{
|
||||
int tile = genMatrix[row][col];
|
||||
if (tile == TILE_EMPTY) continue;
|
||||
|
||||
// Pozice v Unity: X = sloupec, Y = výška, Z = řádek
|
||||
Vector3 pos = new Vector3(col * cellSize, 0f, row * cellSize);
|
||||
|
||||
if (tile == TILE_WALL)
|
||||
{
|
||||
wallInstances.Add(MakeCombineInstance(cubeMesh, pos));
|
||||
}
|
||||
else if (tile == TILE_DOOR)
|
||||
{
|
||||
doorInstances.Add(MakeCombineInstance(floorMesh,
|
||||
pos + new Vector3(0f, wallHeight * 0.05f, 0f)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Podlaha: jedna plocha pod celou mapou pro každou neprázdnou buňku
|
||||
for (int row = 0; row < genMatrix.Length; row++)
|
||||
{
|
||||
for (int col = 0; col < genMatrix[row].Length; col++)
|
||||
{
|
||||
if (genMatrix[row][col] == TILE_EMPTY || genMatrix[row][col] == TILE_DOOR)
|
||||
{
|
||||
Vector3 pos = new Vector3(col * cellSize, -cellSize * 0.05f, row * cellSize);
|
||||
floorInstances.Add(MakeCombineInstance(floorMesh, pos));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Sestavení finálních objektů
|
||||
if (wallInstances.Count > 0) BuildCombinedObject(wallInstances, cubeMesh, wallsParent, wallMaterial, "WallMesh", true);
|
||||
if (floorInstances.Count > 0) BuildCombinedObject(floorInstances, floorMesh, floorParent, floorMaterial, "FloorMesh", false);
|
||||
if (doorInstances.Count > 0) BuildCombinedObject(doorInstances, floorMesh, doorsParent, doorMaterial, "DoorMesh", false);
|
||||
|
||||
// Uvolníme dočasné meshe (nepotřebujeme je po sloučení)
|
||||
Destroy(cubeMesh);
|
||||
Destroy(floorMesh);
|
||||
}
|
||||
|
||||
private CombineInstance MakeCombineInstance(Mesh mesh, Vector3 position)
|
||||
{
|
||||
return new CombineInstance
|
||||
{
|
||||
mesh = mesh,
|
||||
transform = Matrix4x4.Translate(position)
|
||||
};
|
||||
}
|
||||
|
||||
private void BuildCombinedObject(List<CombineInstance> instances, Mesh templateMesh,
|
||||
GameObject parent, Material mat, string meshName, bool addCollider)
|
||||
{
|
||||
Mesh combined = new Mesh();
|
||||
combined.name = meshName;
|
||||
// IndexFormat.UInt32 umožní meshe s více než 65k vrcholy (velké dungeony)
|
||||
combined.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
|
||||
combined.CombineMeshes(instances.ToArray(), true, true);
|
||||
combined.RecalculateNormals();
|
||||
combined.RecalculateBounds();
|
||||
|
||||
var go = new GameObject(meshName);
|
||||
go.transform.SetParent(parent.transform);
|
||||
|
||||
var mf = go.AddComponent<MeshFilter>();
|
||||
mf.sharedMesh = combined;
|
||||
|
||||
var mr = go.AddComponent<MeshRenderer>();
|
||||
mr.sharedMaterial = mat != null ? mat : new Material(Shader.Find("Standard"));
|
||||
|
||||
if (addCollider)
|
||||
{
|
||||
// MeshCollider na sloučeném zdi-meshi → fyzika funguje bez extra objektů
|
||||
var mc = go.AddComponent<MeshCollider>();
|
||||
mc.sharedMesh = combined;
|
||||
}
|
||||
}
|
||||
|
||||
// ── Pomocné: vytvoří jednoduchý kvádrový mesh o daných rozměrech ─────────
|
||||
private Mesh CreateCubeMesh(float w, float h, float d)
|
||||
{
|
||||
var mesh = new Mesh();
|
||||
|
||||
float hw = w / 2f, hh = h / 2f, hd = d / 2f;
|
||||
|
||||
mesh.vertices = new Vector3[]
|
||||
{
|
||||
// Přední stěna
|
||||
new(-hw,-hh, hd), new( hw,-hh, hd), new( hw, hh, hd), new(-hw, hh, hd),
|
||||
// Zadní stěna
|
||||
new( hw,-hh,-hd), new(-hw,-hh,-hd), new(-hw, hh,-hd), new( hw, hh,-hd),
|
||||
// Levá stěna
|
||||
new(-hw,-hh,-hd), new(-hw,-hh, hd), new(-hw, hh, hd), new(-hw, hh,-hd),
|
||||
// Pravá stěna
|
||||
new( hw,-hh, hd), new( hw,-hh,-hd), new( hw, hh,-hd), new( hw, hh, hd),
|
||||
// Horní stěna
|
||||
new(-hw, hh, hd), new( hw, hh, hd), new( hw, hh,-hd), new(-hw, hh,-hd),
|
||||
// Spodní stěna
|
||||
new(-hw,-hh,-hd), new( hw,-hh,-hd), new( hw,-hh, hd), new(-hw,-hh, hd),
|
||||
};
|
||||
|
||||
mesh.triangles = new int[]
|
||||
{
|
||||
0, 2, 1, 0, 3, 2, // přední
|
||||
4, 6, 5, 4, 7, 6, // zadní
|
||||
8,10, 9, 8,11,10, // levá
|
||||
12,14,13, 12,15,14, // pravá
|
||||
16,18,17, 16,19,18, // horní
|
||||
20,22,21, 20,23,22, // spodní
|
||||
};
|
||||
|
||||
mesh.uv = new Vector2[]
|
||||
{
|
||||
new(0,0),new(1,0),new(1,1),new(0,1),
|
||||
new(0,0),new(1,0),new(1,1),new(0,1),
|
||||
new(0,0),new(1,0),new(1,1),new(0,1),
|
||||
new(0,0),new(1,0),new(1,1),new(0,1),
|
||||
new(0,0),new(1,0),new(1,1),new(0,1),
|
||||
new(0,0),new(1,0),new(1,1),new(0,1),
|
||||
};
|
||||
|
||||
mesh.RecalculateNormals();
|
||||
return mesh;
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════════
|
||||
// GENERÁTOR – INTERNÍ TŘÍDY A METODY (beze změny z původního kódu)
|
||||
// ══════════════════════════════════════════════════════════════════════════
|
||||
|
||||
private int[] GenerateRoomMatrix(int start_x, int start_y)
|
||||
{
|
||||
int x_stop = start_x + rng.Next(maxRoomSize / 2, maxRoomSize + 1);
|
||||
int y_stop = start_y + rng.Next(maxRoomSize / 2, maxRoomSize + 1);
|
||||
|
||||
if (x_stop >= MATRIX_SIZE_X) x_stop = MATRIX_SIZE_X - 1;
|
||||
if (y_stop >= MATRIX_SIZE_Y) y_stop = MATRIX_SIZE_Y - 1;
|
||||
|
||||
for (int y = start_y; y <= y_stop; y++)
|
||||
{
|
||||
for (int x = start_x; x <= x_stop; x++)
|
||||
{
|
||||
genMatrix[y][x] = (x == start_x || x == x_stop || y == start_y || y == y_stop)
|
||||
? TILE_WALL
|
||||
: TILE_EMPTY;
|
||||
}
|
||||
}
|
||||
return new int[] { x_stop, y_stop };
|
||||
}
|
||||
|
||||
private Room CreateAndCarveRoom(int sx, int sy)
|
||||
{
|
||||
int[] end = GenerateRoomMatrix(sx, sy);
|
||||
return new Room(sx, sy, end[0], end[1]);
|
||||
}
|
||||
|
||||
private bool HasValidOverlapWithParent(Room parent, Room child, int direction)
|
||||
{
|
||||
if (direction == 0 || direction == 2)
|
||||
{
|
||||
return (Mathf.Min(parent.end_y, child.end_y) - Mathf.Max(parent.start_y, child.start_y)) >= 3;
|
||||
}
|
||||
return (Mathf.Min(parent.end_x, child.end_x) - Mathf.Max(parent.start_x, child.start_x)) >= 3;
|
||||
}
|
||||
|
||||
private Room TryGrowNeighbour(Room from, int direction)
|
||||
{
|
||||
int est = maxRoomSize, minOverlap = 3;
|
||||
int nsx, nsy;
|
||||
|
||||
switch (direction)
|
||||
{
|
||||
case 0:
|
||||
nsx = from.end_x + 1 + ROOM_PADDING;
|
||||
nsy = rng.Next(from.start_y - est + minOverlap, from.end_y - minOverlap + 2); break;
|
||||
case 1:
|
||||
nsx = rng.Next(from.start_x - est + minOverlap, from.end_x - minOverlap + 2);
|
||||
nsy = from.end_y + 1 + ROOM_PADDING; break;
|
||||
case 2:
|
||||
nsx = from.start_x - 1 - ROOM_PADDING - est;
|
||||
nsy = rng.Next(from.start_y - est + minOverlap, from.end_y - minOverlap + 2); break;
|
||||
case 3:
|
||||
nsx = rng.Next(from.start_x - est + minOverlap, from.end_x - minOverlap + 2);
|
||||
nsy = from.start_y - 1 - ROOM_PADDING - est; break;
|
||||
default: return null;
|
||||
}
|
||||
|
||||
if (nsx < 0) nsx = 0;
|
||||
if (nsy < 0) nsy = 0;
|
||||
|
||||
EnsureMatrixSize(nsx + maxRoomSize + ROOM_PADDING + 1,
|
||||
nsy + maxRoomSize + ROOM_PADDING + 1);
|
||||
|
||||
if (WouldOverlapAny(nsx, nsy, nsx + maxRoomSize, nsy + maxRoomSize))
|
||||
return null;
|
||||
|
||||
Room newRoom = CreateAndCarveRoom(nsx, nsy);
|
||||
|
||||
if (OverlapsExistingRoom(newRoom) || !HasValidOverlapWithParent(from, newRoom, direction))
|
||||
{
|
||||
EraseRoom(newRoom);
|
||||
return null;
|
||||
}
|
||||
|
||||
from.blockDirection(direction);
|
||||
return newRoom;
|
||||
}
|
||||
|
||||
private void EraseRoom(Room room)
|
||||
{
|
||||
for (int y = room.start_y; y <= room.end_y; y++)
|
||||
for (int x = room.start_x; x <= room.end_x; x++)
|
||||
if (y >= 0 && y < genMatrix.Length && x >= 0 && x < genMatrix[y].Length)
|
||||
genMatrix[y][x] = TILE_EMPTY;
|
||||
}
|
||||
|
||||
private bool WouldOverlapAny(int sx, int sy, int ex, int ey)
|
||||
{
|
||||
foreach (Room r in rooms)
|
||||
if (RectsOverlap(sx - ROOM_PADDING, sy - ROOM_PADDING, ex + ROOM_PADDING, ey + ROOM_PADDING,
|
||||
r.start_x, r.start_y, r.end_x, r.end_y)) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool OverlapsExistingRoom(Room candidate)
|
||||
{
|
||||
foreach (Room r in rooms)
|
||||
{
|
||||
if (r == candidate) continue;
|
||||
if (RectsOverlap(candidate.start_x - ROOM_PADDING, candidate.start_y - ROOM_PADDING,
|
||||
candidate.end_x + ROOM_PADDING, candidate.end_y + ROOM_PADDING,
|
||||
r.start_x, r.start_y, r.end_x, r.end_y)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool RectsOverlap(int ax1, int ay1, int ax2, int ay2,
|
||||
int bx1, int by1, int bx2, int by2)
|
||||
=> ax1 <= bx2 && ax2 >= bx1 && ay1 <= by2 && ay2 >= by1;
|
||||
|
||||
private void EnsureMatrixSize(int reqW, int reqH)
|
||||
{
|
||||
bool resized = false;
|
||||
while (reqW >= MATRIX_SIZE_X) { MATRIX_SIZE_X *= 2; resized = true; }
|
||||
while (reqH >= MATRIX_SIZE_Y) { MATRIX_SIZE_Y *= 2; resized = true; }
|
||||
if (resized) ResizeArray(ref genMatrix, MATRIX_SIZE_Y, MATRIX_SIZE_X);
|
||||
}
|
||||
|
||||
private void ResizeArray(ref int[][] original, int newH, int newW)
|
||||
{
|
||||
System.Array.Resize(ref original, newH);
|
||||
for (int i = 0; i < newH; i++)
|
||||
{
|
||||
if (original[i] == null) original[i] = new int[newW];
|
||||
else System.Array.Resize(ref original[i], newW);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Třída Room (vnořená, aby byl soubor self-contained) ──────────────────
|
||||
|
||||
private class Room
|
||||
{
|
||||
public int start_x, start_y, end_x, end_y;
|
||||
public List<Room> neighbours = new List<Room>();
|
||||
public Dictionary<int, bool> possibleNeighbourDir;
|
||||
|
||||
public Room(int sx, int sy, int ex, int ey)
|
||||
{
|
||||
start_x = sx; start_y = sy; end_x = ex; end_y = ey;
|
||||
possibleNeighbourDir = new Dictionary<int, bool>
|
||||
{ {0,true},{1,true},{2,true},{3,true} };
|
||||
}
|
||||
|
||||
public List<Room> getNeighbours() => neighbours;
|
||||
public void addNeighbour(Room r) => neighbours.Add(r);
|
||||
public void blockDirection(int d) => possibleNeighbourDir[d] = false;
|
||||
// addNeighbour(int) v původním kódu blokovalo směr – zachováváme jako alias:
|
||||
public Dictionary<int, bool> getPossibleDirections() => possibleNeighbourDir;
|
||||
public bool canExpand() =>
|
||||
possibleNeighbourDir[0] || possibleNeighbourDir[1] ||
|
||||
possibleNeighbourDir[2] || possibleNeighbourDir[3];
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5d9ee91532380784aa5134fbb9be90cb
|
||||
Reference in New Issue
Block a user