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September 23, 2019 01:36
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program road
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using System; | |
| using UnityEngine; | |
| using Random = UnityEngine.Random; | |
| public enum pathType | |
| { | |
| _00=0, | |
| _01=1, | |
| _11=2, | |
| _10=3 | |
| } | |
| [Serializable] | |
| public class Node | |
| { | |
| public int s; | |
| public int e; | |
| public Vector2 pos; | |
| public bool isFull = false; | |
| public Node(int s, int e, Vector2 pos, bool isFull=false) | |
| { | |
| this.s = s; | |
| this.e = e; | |
| this.pos = pos; | |
| this.isFull = isFull; | |
| } | |
| public Vector3 GetRealPos() | |
| { | |
| float x = pos.y * 32; | |
| float z = pos.x * 32; | |
| return new Vector3(x,0,z); | |
| } | |
| public pathType GetPathType() | |
| { | |
| if (s==0) | |
| { | |
| if (e==0) | |
| { | |
| return pathType._00; | |
| } | |
| else | |
| { | |
| return pathType._01; | |
| } | |
| } | |
| else | |
| { | |
| if (e == 0) | |
| { | |
| return pathType._10; | |
| } | |
| else | |
| { | |
| return pathType._11; | |
| } | |
| } | |
| } | |
| } | |
| public class draw : MonoBehaviour | |
| { | |
| [Header("Map")] | |
| public int mapNum=2; | |
| public int mapCount = 1; | |
| [Range(0.1f,0.9f)] | |
| public float rightRate = 0.5f; | |
| public GameObject[] ROOT;//00 01 | |
| public GameObject[] path;//00 01 11 10 | |
| public GameObject ornament; | |
| private List<Node> pathList = new List<Node>(); | |
| private List<Node> map = new List<Node>(); | |
| private bool nextMap; | |
| [Header("Test")] | |
| public GameObject grid; | |
| public Node root; | |
| public Node currentNode; | |
| public List<GameObject> cubeList = new List<GameObject>(); | |
| public Transform cubeParent; | |
| private List<GameObject> gridlist = new List<GameObject>(); | |
| private void Start() | |
| { | |
| root = null; | |
| currentNode = null; | |
| CreatePath(true); | |
| } | |
| void InitMap(int Index) | |
| { | |
| map.Clear(); | |
| int offset = Index * 3; | |
| for (int x = 0; x < 4; x++) | |
| { | |
| for (int y = 0; y < 4; y++) | |
| { | |
| Node n = new Node(0,0,new Vector2(x+ offset, y+ offset)); | |
| map.Add(n); | |
| } | |
| } | |
| } | |
| void UpdateMap(int index) | |
| { | |
| InitMap(index); | |
| for (int i = 0; i < pathList.Count; i++) | |
| { | |
| foreach (var item in map) | |
| { | |
| if (item.pos==pathList[i].pos) | |
| { | |
| item.isFull = true; | |
| item.s = pathList[i].s; | |
| item.e = pathList[i].e; | |
| } | |
| } | |
| } | |
| } | |
| private void Update() | |
| { | |
| if (Input.GetKeyDown(KeyCode.R)) | |
| { | |
| ResetMap(); | |
| } | |
| if (mapCount<=mapNum) | |
| { | |
| if (nextMap) | |
| { | |
| GameObject gridGO = Instantiate(grid, root.GetRealPos(), Quaternion.identity); | |
| gridlist.Add(gridGO); | |
| CreatePath(false); | |
| } | |
| } | |
| } | |
| void ResetMap() | |
| { | |
| root = null; | |
| currentNode = null; | |
| mapCount = 1; | |
| ClearMap(); | |
| ClearList(cubeList); | |
| ClearList(gridlist); | |
| CreatePath(true); | |
| } | |
| void CreatePath(bool isFirst) | |
| { | |
| pathList.Clear(); | |
| nextMap = false; | |
| //root | |
| createRoot(isFirst); | |
| //path | |
| for (int i = 0; i < 6; i++) | |
| { | |
| if (currentNode.e == 0) | |
| { | |
| Vector2 newPos = new Vector2(currentNode.pos.x + 1, currentNode.pos.y);//向右 | |
| if (Random.value < rightRate) | |
| { | |
| //Debug.Log("00"); | |
| currentNode = new Node(0, 0, newPos); | |
| } | |
| else | |
| { | |
| //Debug.Log("01"); | |
| currentNode = new Node(0, 1, newPos); | |
| } | |
| } | |
| else | |
| { | |
| Vector2 newPos = new Vector2(currentNode.pos.x, currentNode.pos.y + 1);//向下 | |
| if (Random.value < rightRate) | |
| { | |
| //Debug.Log("10"); | |
| currentNode = new Node(1, 0, newPos); | |
| } | |
| else | |
| { | |
| //Debug.Log("11"); | |
| currentNode = new Node(1, 1, newPos); | |
| } | |
| } | |
| pathList.Add(currentNode); | |
| } | |
| //check = true; | |
| if (pathList[pathList.Count - 1].pos != new Vector2(3, 3) * mapCount) | |
| { | |
| ClearMap(); | |
| CreatePath(isFirst); | |
| } | |
| else | |
| { | |
| UpdateMap(mapCount-1); | |
| instantiateMap(isFirst); | |
| root = currentNode; | |
| nextMap = true; | |
| mapCount++; | |
| } | |
| } | |
| void createRoot(bool isFirst) | |
| { | |
| if (isFirst) | |
| { | |
| if (Random.value < rightRate) | |
| { | |
| root = new Node(0, 0, new Vector2(0, 0)); | |
| } | |
| else | |
| { | |
| root = new Node(0, 1, new Vector2(0, 0)); | |
| } | |
| } | |
| currentNode = root; | |
| pathList.Add(currentNode); | |
| } | |
| void instantiatePath(Node currentNode,bool root=false) | |
| { | |
| GameObject[] preList = (root) ?ROOT:path; | |
| GameObject pathGO = Instantiate(preList[(int)currentNode.GetPathType()]); | |
| pathGO.transform.position = currentNode.GetRealPos(); | |
| cubeList.Add(pathGO); | |
| pathGO.transform.SetParent(cubeParent); | |
| } | |
| void insOrnament(Node currentNode) | |
| { | |
| GameObject orGO = Instantiate(ornament); | |
| orGO.transform.position = currentNode.GetRealPos(); | |
| cubeList.Add(orGO); | |
| orGO.transform.SetParent(cubeParent); | |
| } | |
| void instantiateMap(bool isFirst) | |
| { | |
| //if (isFirst) | |
| //{ | |
| // instantiatePath(pathList[0], true); | |
| //} | |
| //for (int i = 1; i < pathList.Count; i++) | |
| //{ | |
| // instantiatePath(pathList[i]); | |
| //} | |
| if (isFirst) | |
| { | |
| instantiatePath(map[0], true); | |
| } | |
| for (int i = 1; i < map.Count; i++) | |
| { | |
| if (map[i].isFull) | |
| { | |
| instantiatePath(map[i]); | |
| } | |
| else | |
| { | |
| insOrnament(map[i]); | |
| } | |
| } | |
| } | |
| void ClearList(List<GameObject> list) | |
| { | |
| foreach (var item in list) | |
| { | |
| Destroy(item); | |
| } | |
| list.Clear(); | |
| } | |
| void ClearMap() | |
| { | |
| pathList.Clear(); | |
| } | |
| } |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class DrawGrid : MonoBehaviour | |
| { | |
| //开始 右00 下01 | |
| //路径 右右00 右下01 下下11 下右10 | |
| public Transform lt; | |
| public Transform ld; | |
| public Transform rt; | |
| public Transform rd; | |
| public bool drawStart; | |
| [HideInInspector] | |
| public Vector3 horOffset = Vector3.zero; | |
| [HideInInspector] | |
| public Vector3 verOffset = Vector3.zero; | |
| float offset; | |
| private void OnDrawGizmos() | |
| { | |
| if (drawStart) | |
| { | |
| offset = (lt.position.z - rt.position.z) / 4; | |
| horOffset.z = offset; | |
| verOffset.x = -offset; | |
| Gizmos.color = Color.red; | |
| Gizmos.DrawLine(lt.position, ld.position); | |
| Gizmos.DrawLine(ld.position, rd.position); | |
| Gizmos.DrawLine(rd.position, rt.position); | |
| Gizmos.DrawLine(rt.position, lt.position); | |
| Gizmos.color = Color.blue; | |
| Gizmos.DrawLine(rt.position + verOffset, lt.position + verOffset); | |
| Gizmos.DrawLine(rt.position + verOffset * 2, lt.position + verOffset * 2); | |
| Gizmos.DrawLine(rt.position + verOffset * 3, lt.position + verOffset * 3); | |
| Gizmos.DrawLine(rt.position + horOffset, rd.position + horOffset); | |
| Gizmos.DrawLine(rt.position + horOffset * 2, rd.position + horOffset * 2); | |
| Gizmos.DrawLine(rt.position + horOffset * 3, rd.position + horOffset * 3); | |
| } | |
| } | |
| } |
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