├── .gitignore ├── Assets ├── Example.unity ├── Example.unity.meta ├── Prefabs.meta ├── Prefabs │ ├── End Caps.meta │ ├── End Caps │ │ ├── Cap_2x2.prefab │ │ ├── Cap_2x2.prefab.meta │ │ ├── Cap_4x4.prefab │ │ ├── Cap_4x4.prefab.meta │ │ ├── Cap_8x8.prefab │ │ └── Cap_8x8.prefab.meta │ ├── Hallway.meta │ ├── Hallway │ │ ├── Hal_2x4.prefab │ │ ├── Hal_2x4.prefab.meta │ │ ├── Hal_2x6.prefab │ │ ├── Hal_2x6.prefab.meta │ │ ├── L-Hal.prefab │ │ └── L-Hal.prefab.meta │ ├── Room Creation.meta │ ├── Room Creation │ │ ├── Corner.prefab │ │ ├── Corner.prefab.meta │ │ ├── Door.prefab │ │ ├── Door.prefab.meta │ │ ├── End.prefab │ │ ├── End.prefab.meta │ │ ├── Floor.prefab │ │ ├── Floor.prefab.meta │ │ ├── FloorNew Variant.prefab │ │ ├── FloorNew Variant.prefab.meta │ │ ├── Start.prefab │ │ ├── Start.prefab.meta │ │ ├── Wall.prefab │ │ └── Wall.prefab.meta │ ├── Rooms.meta │ └── Rooms │ │ ├── Rm_10x10.prefab │ │ ├── Rm_10x10.prefab.meta │ │ ├── Rm_4x4.prefab │ │ ├── Rm_4x4.prefab.meta │ │ ├── Rm_6x6.prefab │ │ └── Rm_6x6.prefab.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── Editor.meta │ ├── LevelGenerator.cs │ ├── LevelGenerator.cs.meta │ ├── RoomCollision.cs │ ├── RoomCollision.cs.meta │ ├── RoomStats.cs │ └── RoomStats.cs.meta ├── Sprites.meta └── Sprites │ ├── TileMask.png │ └── TileMask.png.meta ├── LICENSE ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: 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44af95bae4e3215428e7afa26baf01ec 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/SampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2cda990e2423bbf4892e6590ba056729 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eb7adbfb17602314bac404eeba1186a0 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 95d5e5cc5e04c9345b1290c3b7068045 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/LevelGenerator.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | 6 | public class MapTile 7 | { 8 | public enum RoomType 9 | { 10 | empty, 11 | room, 12 | cap, 13 | corridor 14 | } 15 | public RoomType roomType; 16 | } 17 | 18 | public class LevelGenerator : MonoBehaviour 19 | { 20 | //public int numRoomTries; 21 | public static MapTile[,] map; 22 | public static int map_size; 23 | public static int map_size_x = 40; 24 | public static int map_size_y = 40; 25 | public int maximumRoomCount = 10; 26 | public float spawnDelay; 27 | public GameObject[] rooms; 28 | public GameObject[] corridors; 29 | public GameObject[] endCaps; 30 | public GameObject wallPrefab; 31 | public Collider2D[] colliders; 32 | public List connectionKeys; 33 | public Dictionary connectionPoints = new Dictionary(); 34 | 35 | public LayerMask prefabMask; 36 | 37 | 38 | private void Start() 39 | { 40 | GenerateDungeon(); 41 | } 42 | 43 | public void GenerateDungeon() 44 | { 45 | SpawnStartingRoom(); 46 | AddConnectionPoints(); 47 | StartCoroutine(Example()); 48 | } 49 | 50 | 51 | IEnumerator Example() 52 | { 53 | for (int i = 0; i < maximumRoomCount; i++) 54 | { 55 | SpawnPrefab(rooms); 56 | AddConnectionPoints(); 57 | yield return new WaitForSeconds(spawnDelay); 58 | if (i % 3 == 0) 59 | { 60 | SpawnPrefab(corridors); 61 | AddConnectionPoints(); 62 | } 63 | } 64 | CapRoomEnds(endCaps); 65 | yield return new WaitForSeconds(.5f); 66 | FillWallGaps(); 67 | } 68 | 69 | /// 70 | /// Checks if an object with collider is present at the location, 71 | /// it uses a box collider size to evaluate if placement is available. 72 | /// 73 | /// Position the box is being placed 74 | /// Gameobject that wants to be placed 75 | /// 76 | private bool CheckOverlap(Vector3 pos, GameObject go) 77 | { 78 | Vector2 size = go.GetComponent().size; 79 | Collider2D[] hits = Physics2D.OverlapBoxAll(pos, size, 0); 80 | foreach (var hit in hits) 81 | { 82 | if (hit.gameObject.layer == 8) 83 | { 84 | return true; 85 | } 86 | } 87 | 88 | return false; 89 | } 90 | 91 | // Generate 100x100 map of MapTiles which are empty 92 | // We're barely using this grid, its really just here for future development 93 | private void GenerateGrid() 94 | { 95 | map = new MapTile[map_size_x, map_size_y]; 96 | for (int x = 0; x < map_size_x; x++) 97 | { 98 | for (int y = 0; y < map_size_y; y++) 99 | { 100 | map[x, y] = new MapTile 101 | { 102 | roomType = 0 103 | }; 104 | } 105 | } 106 | } 107 | 108 | //Gives us an initial starting spot for our map 109 | private void SpawnStartingRoom() 110 | { 111 | Vector3 randomPos = RandomMapPos(); 112 | GameObject roomPrefab = GameObject.Instantiate(rooms[Random.Range(0, rooms.Length)], randomPos, Quaternion.identity); 113 | AddConnectionPoints(); 114 | } 115 | 116 | private bool HallwaySafetyNet() 117 | { 118 | GameObject[] hallways = GameObject.FindGameObjectsWithTag("Hall"); 119 | GameObject[] rooms = GameObject.FindGameObjectsWithTag("Room"); 120 | 121 | if (hallways.Length >= rooms.Length) 122 | return true; 123 | return false; 124 | } 125 | 126 | /// 127 | /// Evaluates available connections on game objects and flags them as connected 128 | /// 129 | /// 130 | /// 131 | /// 132 | private void FlagRoomConnections(RoomStats roomPrefab, int tarDir, RoomStats roomToConnectTo) 133 | { 134 | switch (tarDir) 135 | { 136 | case 0: //north 137 | if (roomPrefab.type == RoomStats.Type.corridor) 138 | { 139 | roomPrefab.isConnEast = true; 140 | roomToConnectTo.isConnEast = true; 141 | roomPrefab.isConnWest = true; 142 | roomToConnectTo.isConnWest = true; 143 | } 144 | roomPrefab.isConnSouth = true; 145 | roomToConnectTo.isConnNorth = true; 146 | break; 147 | case 1: //east 148 | if (roomPrefab.type == RoomStats.Type.corridor) 149 | { 150 | roomPrefab.isConnNorth = true; 151 | roomToConnectTo.isConnNorth = true; 152 | roomPrefab.isConnSouth = true; 153 | roomToConnectTo.isConnSouth = true; 154 | } 155 | roomPrefab.isConnWest = true; 156 | roomToConnectTo.isConnEast = true; 157 | break; 158 | case 2: //south 159 | if (roomPrefab.type == RoomStats.Type.corridor) 160 | { 161 | roomPrefab.isConnEast = true; 162 | roomToConnectTo.isConnEast = true; 163 | roomPrefab.isConnWest = true; 164 | roomToConnectTo.isConnWest = true; 165 | } 166 | roomPrefab.isConnNorth = true; 167 | roomToConnectTo.isConnSouth = true; 168 | break; 169 | case 3: //west 170 | if (roomPrefab.type == RoomStats.Type.corridor) 171 | { 172 | roomPrefab.isConnNorth = true; 173 | roomToConnectTo.isConnNorth = true; 174 | roomPrefab.isConnSouth = true; 175 | roomToConnectTo.isConnSouth = true; 176 | } 177 | roomPrefab.isConnEast = true; 178 | roomToConnectTo.isConnWest = true; 179 | break; 180 | } 181 | } 182 | 183 | /// 184 | /// Main creation function, this takes a prefab list and spawns the object 185 | /// It does so by grabbing an available connection location from the dictionary 186 | /// Then evaluating a position that qualifies for placement 187 | /// 188 | /// 189 | private void SpawnPrefab(GameObject[] prefabList) 190 | { 191 | Vector3 spawnVector = connectionKeys[Random.Range(0, connectionKeys.Count - 1)]; 192 | GameObject roomToConnectTo = connectionPoints[spawnVector]; 193 | RoomStats roomToConStats = roomToConnectTo.GetComponent(); 194 | GameObject roomPrefab = GameObject.Instantiate(prefabList[Random.Range(0, prefabList.Length)], new Vector3(-100, -100, 0), Quaternion.identity); 195 | RoomStats prefabStats = roomPrefab.GetComponent(); 196 | Vector3 roomToConNORTH = new Vector3(roomToConnectTo.transform.position.x, roomToConnectTo.transform.position.y + (roomToConStats.connectionOffset * 2), roomToConnectTo.transform.position.z); 197 | Vector3 roomToConEAST = new Vector3(roomToConnectTo.transform.position.x + (roomToConStats.connectionOffset * 2), roomToConnectTo.transform.position.y, roomToConnectTo.transform.position.z); 198 | Vector3 roomToConSOUTH = new Vector3(roomToConnectTo.transform.position.x, roomToConnectTo.transform.position.y + (-roomToConStats.connectionOffset * 2), roomToConnectTo.transform.position.z); 199 | Vector3 roomToConWEST = new Vector3(roomToConnectTo.transform.position.x + (-roomToConStats.connectionOffset * 2), roomToConnectTo.transform.position.y, roomToConnectTo.transform.position.z); 200 | 201 | //Evaluating placement 202 | if (!CheckOverlap(spawnVector, roomPrefab)) 203 | { 204 | if (!roomToConStats.isConnNorth && spawnVector == roomToConNORTH) 205 | { 206 | roomToConNORTH = new Vector3(roomToConnectTo.transform.position.x, roomToConnectTo.transform.position.y + (roomToConStats.connectionOffset + prefabStats.connectionOffset), 0); 207 | PlaceRoom(roomPrefab, roomToConNORTH, 90f); 208 | FlagRoomConnections(prefabStats, 0, roomToConStats); 209 | return; 210 | } 211 | 212 | 213 | if (!roomToConStats.isConnEast && spawnVector == roomToConEAST) 214 | { 215 | roomToConEAST = new Vector3(roomToConnectTo.transform.position.x + (roomToConStats.connectionOffset + prefabStats.connectionOffset), roomToConnectTo.transform.position.y, 0); 216 | PlaceRoom(roomPrefab, roomToConEAST, 0f); 217 | FlagRoomConnections(prefabStats, 1, roomToConStats); 218 | return; 219 | } 220 | 221 | if (!roomToConStats.isConnSouth && spawnVector == roomToConSOUTH) 222 | { 223 | 224 | roomToConSOUTH = new Vector3(roomToConnectTo.transform.position.x, roomToConnectTo.transform.position.y + -(roomToConStats.connectionOffset + prefabStats.connectionOffset), 0); 225 | PlaceRoom(roomPrefab, roomToConSOUTH, 90f); 226 | FlagRoomConnections(prefabStats, 2, roomToConStats); 227 | return; 228 | } 229 | 230 | if (!roomToConStats.isConnWest && spawnVector == roomToConWEST) 231 | { 232 | roomToConWEST = new Vector3(roomToConnectTo.transform.position.x + -(roomToConStats.connectionOffset + prefabStats.connectionOffset), roomToConnectTo.transform.position.y, 0); 233 | PlaceRoom(roomPrefab, roomToConWEST, 0f); 234 | FlagRoomConnections(prefabStats, 3, roomToConStats); 235 | return; 236 | } 237 | 238 | } 239 | //Add new connection points 240 | AddConnectionPoints(); 241 | } 242 | 243 | /// 244 | /// TODO: Refactor into single method 245 | /// This caps room ends after the base map has been created. I think this can get refactored into the method above 246 | /// 247 | /// 248 | private void CapRoomEnds(GameObject[] prefabList) 249 | { 250 | Vector3 spawnVector; 251 | GameObject roomToConnectTo; 252 | 253 | for (int i = 0; i < connectionKeys.Count; i++) 254 | { 255 | spawnVector = connectionKeys[i]; 256 | roomToConnectTo = connectionPoints[spawnVector]; 257 | RoomStats roomToConStats = roomToConnectTo.GetComponent(); 258 | 259 | Vector3 roomToConNORTH = new Vector3(roomToConnectTo.transform.position.x, roomToConnectTo.transform.position.y + (roomToConStats.connectionOffset + 2), roomToConnectTo.transform.position.z); 260 | Vector3 roomToConEAST = new Vector3(roomToConnectTo.transform.position.x + (roomToConStats.connectionOffset * 2), roomToConnectTo.transform.position.y, roomToConnectTo.transform.position.z); 261 | Vector3 roomToConSOUTH = new Vector3(roomToConnectTo.transform.position.x, roomToConnectTo.transform.position.y + (-roomToConStats.connectionOffset * 2), roomToConnectTo.transform.position.z); 262 | Vector3 roomToConWEST = new Vector3(roomToConnectTo.transform.position.x + (-roomToConStats.connectionOffset * 2), roomToConnectTo.transform.position.y, roomToConnectTo.transform.position.z); 263 | 264 | 265 | 266 | foreach (var prefab in prefabList) 267 | { 268 | GameObject roomPrefab = GameObject.Instantiate(prefab, new Vector3(-100, -100, 0), Quaternion.identity); 269 | RoomStats prefabStats = roomPrefab.GetComponent(); 270 | if (!CheckOverlap(spawnVector, roomPrefab)) 271 | { 272 | if (!roomToConStats.isConnNorth && spawnVector == roomToConNORTH) 273 | { 274 | spawnVector = new Vector3(roomToConnectTo.transform.position.x, roomToConnectTo.transform.position.y + (roomToConStats.connectionOffset + prefabStats.connectionOffset), 0); 275 | PlaceRoom(roomPrefab, spawnVector, -90f); 276 | FlagRoomConnections(prefabStats, 0, roomToConStats); 277 | 278 | } 279 | 280 | if (!roomToConStats.isConnEast && spawnVector == roomToConEAST) 281 | { 282 | spawnVector = new Vector3(roomToConnectTo.transform.position.x + (roomToConStats.connectionOffset + prefabStats.connectionOffset), roomToConnectTo.transform.position.y, 0); 283 | PlaceRoom(roomPrefab, spawnVector, 180f); 284 | FlagRoomConnections(prefabStats, 1, roomToConStats); 285 | 286 | } 287 | 288 | if (!roomToConStats.isConnSouth && spawnVector == roomToConSOUTH) 289 | { 290 | spawnVector = new Vector3(roomToConnectTo.transform.position.x, roomToConnectTo.transform.position.y + -(roomToConStats.connectionOffset + prefabStats.connectionOffset), 0); 291 | PlaceRoom(roomPrefab, spawnVector, 90f); 292 | FlagRoomConnections(prefabStats, 2, roomToConStats); 293 | } 294 | 295 | if (!roomToConStats.isConnWest && spawnVector == roomToConWEST) 296 | { 297 | spawnVector = new Vector3(roomToConnectTo.transform.position.x + -(roomToConStats.connectionOffset + prefabStats.connectionOffset), roomToConnectTo.transform.position.y, 0); 298 | PlaceRoom(roomPrefab, spawnVector, 0f); 299 | FlagRoomConnections(prefabStats, 3, roomToConStats); 300 | } 301 | 302 | } 303 | if (roomPrefab.transform.position == new Vector3(-100, -100, 0)) 304 | { 305 | Destroy(roomPrefab); 306 | } 307 | } 308 | } 309 | 310 | } 311 | 312 | //This places and rotates objects 313 | private void PlaceRoom(GameObject prefab, Vector3 spawnLocation, float rotation) 314 | { 315 | prefab.transform.position = spawnLocation; 316 | prefab.transform.Rotate(0, 0, rotation); 317 | } 318 | 319 | //This evaluates each floor tile and fills in the map where an edge might not have a wall 320 | private void FillWallGaps() 321 | { 322 | GameObject[] floorTiles = GameObject.FindGameObjectsWithTag("Floor"); 323 | Debug.Log("FLOOR TILES: " + floorTiles.Length); 324 | foreach (var floor in floorTiles) 325 | { 326 | //check four directions 327 | Vector3 north = new Vector3(floor.transform.position.x, floor.transform.position.y + 1f, 0); 328 | Vector3 south = new Vector3(floor.transform.position.x, floor.transform.position.y - 1f, 0); 329 | Vector3 east = new Vector3(floor.transform.position.x + 1f, floor.transform.position.y, 0); 330 | Vector3 west = new Vector3(floor.transform.position.x - 1f, floor.transform.position.y, 0); 331 | GameObject wallPrefabObj = GameObject.Instantiate(wallPrefab, new Vector3(-100, -100, 0), Quaternion.identity); 332 | 333 | 334 | if (!CheckOverlap(north, wallPrefabObj)) 335 | { 336 | PlaceRoom(wallPrefabObj, north, 0f); 337 | } 338 | 339 | if (!CheckOverlap(east, wallPrefabObj)) 340 | { 341 | PlaceRoom(wallPrefabObj, east, 0f); 342 | } 343 | 344 | if (!CheckOverlap(west, wallPrefabObj)) 345 | { 346 | PlaceRoom(wallPrefabObj, west, 0f); 347 | } 348 | 349 | if (!CheckOverlap(south, wallPrefabObj)) 350 | { 351 | PlaceRoom(wallPrefabObj, south, 0f); 352 | } 353 | 354 | if (wallPrefabObj.transform.position == new Vector3(-100, -100, 0)) 355 | { 356 | Destroy(wallPrefabObj); 357 | } 358 | 359 | } 360 | } 361 | 362 | //Adds connection points to our connection array and dictionary 363 | private void AddConnectionPoints() 364 | { 365 | 366 | GameObject[] roomObjs = GameObject.FindGameObjectsWithTag("Room"); 367 | GameObject[] hallObjs = GameObject.FindGameObjectsWithTag("Hall"); 368 | var allObjects = roomObjs.Union(hallObjs).ToArray(); 369 | Dictionary newPoints = new Dictionary(); 370 | List newKeys = new List(); 371 | 372 | foreach (var room in allObjects) 373 | { 374 | if (room.transform.position == new Vector3(-100, -100, 0)) 375 | { 376 | Destroy(room); 377 | continue; 378 | } 379 | RoomStats roomInfo = room.GetComponent(); 380 | 381 | if (roomInfo.isConnNorth == false) 382 | { 383 | Vector3 cp = new Vector3(room.transform.position.x, room.transform.position.y + (roomInfo.connectionOffset * 2), room.transform.position.z); 384 | 385 | if (!newPoints.ContainsKey(cp)) 386 | { 387 | newKeys.Add(cp); 388 | newPoints.Add(cp, room); 389 | } 390 | 391 | } 392 | if (roomInfo.isConnEast == false) 393 | { 394 | Vector3 cp = new Vector3(room.transform.position.x + (roomInfo.connectionOffset * 2), room.transform.position.y, room.transform.position.z); 395 | if (!newPoints.ContainsKey(cp)) 396 | { 397 | newPoints.Add(cp, room); 398 | newKeys.Add(cp); 399 | } 400 | 401 | } 402 | if (roomInfo.isConnSouth == false) 403 | { 404 | Vector3 cp = new Vector3(room.transform.position.x, room.transform.position.y + (-roomInfo.connectionOffset * 2), room.transform.position.z); 405 | if (!newPoints.ContainsKey(cp)) 406 | { 407 | newPoints.Add(cp, room); 408 | newKeys.Add(cp); 409 | } 410 | 411 | } 412 | if (roomInfo.isConnWest == false) 413 | { 414 | Vector3 cp = new Vector3(room.transform.position.x + (-roomInfo.connectionOffset * 2), room.transform.position.y, room.transform.position.z); 415 | if (!newPoints.ContainsKey(cp)) 416 | { 417 | newPoints.Add(cp, room); 418 | newKeys.Add(cp); 419 | } 420 | 421 | } 422 | } 423 | 424 | connectionKeys = newKeys; 425 | connectionPoints = newPoints; 426 | } 427 | 428 | //Gives us a random map position in grid 429 | private Vector3 RandomMapPos() 430 | { 431 | int x = Random.Range(0, map_size_x); 432 | int y = Random.Range(0, map_size_y); 433 | 434 | Vector3 newPos = new Vector3(x, y, 0); 435 | return newPos; 436 | } 437 | } -------------------------------------------------------------------------------- /Assets/Scripts/LevelGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 835917fa10d4ab74d997439d3ae62136 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/RoomCollision.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RoomCollision : MonoBehaviour 6 | { 7 | 8 | public enum Direction 9 | { 10 | north, 11 | south, 12 | east, 13 | west 14 | } 15 | 16 | public Direction direction; 17 | 18 | 19 | private void OnCollisionEnter2D(Collision2D collision) 20 | { 21 | if (collision.gameObject.tag.Equals("Room")) 22 | { 23 | Debug.Log("COLLISION COLLIDE"); 24 | } 25 | } 26 | 27 | 28 | void OnTriggerEnter2D(Collider2D col) 29 | { 30 | if (col.gameObject.tag.Equals("Room")) 31 | { 32 | Debug.Log("COLLISION TRIGGER"); 33 | } 34 | } 35 | 36 | private void OnTriggerStay2D(Collider2D collision) 37 | { 38 | 39 | 40 | } 41 | 42 | } 43 | -------------------------------------------------------------------------------- /Assets/Scripts/RoomCollision.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5846844408727fb40a685e5aed102b06 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/RoomStats.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RoomStats : MonoBehaviour 6 | { 7 | public enum Type 8 | { 9 | corridor, 10 | cap, 11 | fourExit, 12 | threeExit, 13 | twoExit 14 | } 15 | public Type type; 16 | 17 | public bool isConnNorth; 18 | public bool isConnEast; 19 | public bool isConnSouth; 20 | public bool isConnWest; 21 | public bool hasConnection; 22 | 23 | public float connectionOffset; 24 | public int roomWidth; 25 | public int roomHeight; 26 | 27 | } 28 | 29 | 30 | -------------------------------------------------------------------------------- /Assets/Scripts/RoomStats.cs.meta: 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secondaryTextures: [] 369 | spritePackingTag: 370 | pSDRemoveMatte: 0 371 | pSDShowRemoveMatteOption: 0 372 | userData: 373 | assetBundleName: 374 | assetBundleVariant: 375 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 Diaonic 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Thu Sep 5 11:53:07 2019 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were updated: 8 | com.unity.analytics from version 3.2.2 to 3.3.2 9 | com.unity.collab-proxy from version 1.2.9 to 1.2.16 10 | com.unity.package-manager-ui from version 2.1.1 to 2.1.2 11 | com.unity.purchasing from version 2.0.1 to 2.0.6 12 | com.unity.textmeshpro from version 1.3.0 to 2.0.1 13 | com.unity.timeline from version 0.0.0-builtin to 1.0.0 14 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "3.3.2", 5 | "com.unity.collab-proxy": "1.2.16", 6 | "com.unity.package-manager-ui": "2.1.2", 7 | "com.unity.purchasing": "2.0.6", 8 | "com.unity.textmeshpro": "2.0.1", 9 | "com.unity.timeline": "1.0.0", 10 | "com.unity.modules.ai": "1.0.0", 11 | "com.unity.modules.animation": "1.0.0", 12 | "com.unity.modules.assetbundle": "1.0.0", 13 | "com.unity.modules.audio": "1.0.0", 14 | "com.unity.modules.cloth": "1.0.0", 15 | "com.unity.modules.director": "1.0.0", 16 | "com.unity.modules.imageconversion": "1.0.0", 17 | "com.unity.modules.imgui": "1.0.0", 18 | "com.unity.modules.jsonserialize": "1.0.0", 19 | "com.unity.modules.particlesystem": "1.0.0", 20 | "com.unity.modules.physics": "1.0.0", 21 | 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-------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: 7 | - Room 8 | - Floor 9 | - Wall 10 | - Hall 11 | layers: 12 | - Default 13 | - TransparentFX 14 | - Ignore Raycast 15 | - 16 | - Water 17 | - UI 18 | - 19 | - 20 | - Prefab Rooms 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | - 41 | - 42 | - 43 | - 44 | m_SortingLayers: 45 | - name: Default 46 | uniqueID: 0 47 | locked: 0 48 | - name: Test 49 | uniqueID: 4148350449 50 | locked: 0 51 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | 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Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # ProceduralMapGen 2 | A Unity2D or 3D procedural map generator using prefab nested objects. 3 | 4 | A procedural map generator using only prefab Unity objects. The goal of this project was to allow customization on a room to room basis 5 | yet have the flexability of still being procedurally generated. Perfect for roguelikes / roguelites. 6 | ![](https://media.giphy.com/media/jrtFKtW5aJJj6JNEhV/giphy.gif) 7 | --------------------------------------------------------------------------------