UnityGame/Library/PackageCache/com.unity.ai.navigation/Samples~/Scripts/DungeonManager.cs

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2024-10-27 10:53:47 +03:00
using UnityEngine;
namespace Unity.AI.Navigation.Samples
{
/// <summary>
/// Initialize dungeon tiles with a specified width and height
/// </summary>
[DefaultExecutionOrder(-200)]
public class DungeonManager : MonoBehaviour
{
public int m_Width = 10;
public int m_Height = 10;
public float m_Spacing = 4.0f;
public GameObject[] m_Tiles = new GameObject[16];
void Awake()
{
Random.InitState(23431);
var map = new int[m_Width * m_Height];
for (int y = 0; y < m_Height; y++)
{
for (int x = 0; x < m_Width; x++)
{
bool px = false;
bool py = false;
if (x > 0)
px = (map[(x - 1) + y * m_Width] & 1) != 0;
if (y > 0)
py = (map[x + (y - 1) * m_Width] & 2) != 0;
int tile = 0;
if (px)
tile |= 4;
if (py)
tile |= 8;
if (x + 1 < m_Width && Random.value > 0.5f)
tile |= 1;
if (y + 1 < m_Height && Random.value > 0.5f)
tile |= 2;
map[x + y * m_Width] = tile;
}
}
for (int y = 0; y < m_Height; y++)
{
for (int x = 0; x < m_Width; x++)
{
var pos = new Vector3(x * m_Spacing, 0, y * m_Spacing);
if (m_Tiles[map[x + y * m_Width]] != null)
Instantiate(m_Tiles[map[x + y * m_Width]], pos, Quaternion.identity, transform);
}
}
}
}
}