├── .gitignore ├── Assets ├── MazeMaker.meta └── MazeMaker │ ├── Materials.meta │ ├── Materials │ ├── AreaMaterial.mat │ ├── AreaMaterial.mat.meta │ ├── Black.mat │ ├── Black.mat.meta │ ├── Blue.mat │ ├── Blue.mat.meta │ ├── Red.mat │ ├── Red.mat.meta │ ├── Yellow.mat │ └── Yellow.mat.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ ├── Scripts.meta │ └── Scripts │ ├── ClickToGrowMaze.cs │ ├── ClickToGrowMaze.cs.meta │ ├── MazeMakerGrowInObj.cs │ └── MazeMakerGrowInObj.cs.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Autogenerated VS/MD solution and project files 9 | ExportedObj/ 10 | *.csproj 11 | *.unityproj 12 | *.sln 13 | *.suo 14 | *.tmp 15 | *.user 16 | *.userprefs 17 | *.pidb 18 | *.booproj 19 | *.svd 20 | 21 | 22 | # Unity3D generated meta files 23 | *.pidb.meta 24 | 25 | # Unity3D Generated File On Crash Reports 26 | sysinfo.txt 27 | 28 | # Builds 29 | *.apk 30 | *.unitypackage 31 | -------------------------------------------------------------------------------- /Assets/MazeMaker.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c70d20aaa94e02c4bb28c0b1aa1bcce5 3 | folderAsset: yes 4 | timeCreated: 1481095120 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cffdbe9b124385e408b188583045fabc 3 | timeCreated: 1481095211 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/MazeMaker/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bbf780a84cf3dbf49a8723c3da983191 3 | folderAsset: yes 4 | timeCreated: 1481095084 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/MazeMaker/Scripts/ClickToGrowMaze.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ClickToGrowMaze : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | 10 | } 11 | 12 | // Update is called once per frame 13 | void Update () { 14 | GameObject obj = getClickMazeMakerGrowObject(); 15 | if( obj) 16 | { 17 | Debug.Log( obj.name ); 18 | 19 | MazeMakerGrowInObj mmgo = obj.GetComponent(); 20 | if (mmgo) 21 | { 22 | Debug.Log("MazeMakerGrowInObj Grow!"); 23 | mmgo.Grow(); 24 | } 25 | } 26 | } 27 | 28 | public GameObject getClickMazeMakerGrowObject() 29 | { 30 | GameObject result = null; 31 | 32 | RaycastHit[] hits; 33 | List gameObjects = new List(); 34 | if (Input.GetMouseButtonDown(0)) 35 | { 36 | Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); 37 | hits = Physics.RaycastAll(ray, 100.0F); 38 | 39 | foreach (RaycastHit hit in hits) 40 | { 41 | MazeMakerGrowInObj mmgo = hit.collider.gameObject.GetComponent(); 42 | if (mmgo) 43 | { 44 | gameObjects.Add(hit.collider.gameObject); 45 | } 46 | } 47 | 48 | if (gameObjects.Count > 0) 49 | { 50 | result = gameObjects[0]; 51 | float minDistance = Vector3.Distance(Camera.main.transform.position, result.transform.position); 52 | 53 | for (int i = 1; i < gameObjects.Count; i++) 54 | { 55 | float distance = Vector3.Distance(Camera.main.transform.position, gameObjects[i].transform.position); 56 | if (minDistance > distance) 57 | { 58 | minDistance = distance; 59 | result = gameObjects[i]; 60 | } 61 | } 62 | } 63 | } 64 | return result; 65 | } 66 | } 67 | -------------------------------------------------------------------------------- /Assets/MazeMaker/Scripts/ClickToGrowMaze.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a3d9a62c3b00b5b429144056b513110c 3 | timeCreated: 1481095162 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/MazeMaker/Scripts/MazeMakerGrowInObj.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class MazeMakerGrowInObj : MonoBehaviour { 6 | 7 | public bool growOnStart = true; 8 | 9 | private GameObject roadObject = null; 10 | public GameObject coverObject = null; 11 | public GameObject preRoadObject = null; 12 | public float scale = 1.0f; 13 | 14 | private GameObject mMazeBase; 15 | 16 | public bool makeMazeComplete = false; 17 | 18 | private bool isActive = false; 19 | 20 | public delegate void MazeMakerEventHandler(object sender); 21 | public event MazeMakerEventHandler MakeComplete; 22 | 23 | // Use this for initialization 24 | void Start() 25 | { 26 | scale = this.gameObject.transform.localScale.x; 27 | roadObject = this.gameObject; 28 | MakeRayList(); 29 | 30 | if ( isStart() ) 31 | { 32 | if (coverObject == null) 33 | { 34 | Collider[] colliders = Physics.OverlapBox(transform.position, new Vector3(0.5f, 0.5f, 0.5f)); 35 | 36 | foreach (Collider item in colliders) 37 | { 38 | if (item.gameObject != this.gameObject) 39 | { 40 | coverObject = item.gameObject; 41 | break; 42 | } 43 | } 44 | 45 | } 46 | 47 | } 48 | 49 | if (growOnStart) 50 | { 51 | Grow(); 52 | } 53 | } 54 | 55 | private List mRayList = new List(); 56 | 57 | private void MakeRayList() 58 | { 59 | mRayList.Add(new Ray(transform.position, this.transform.forward)); 60 | mRayList.Add(new Ray(transform.position, -this.transform.forward)); 61 | mRayList.Add(new Ray(transform.position, this.transform.right)); 62 | mRayList.Add(new Ray(transform.position, -this.transform.right)); 63 | mRayList.Add(new Ray(transform.position, this.transform.up)); 64 | mRayList.Add(new Ray(transform.position, -this.transform.up)); 65 | } 66 | 67 | public void Grow() 68 | { 69 | isActive = true; 70 | } 71 | 72 | // Update is called once per frame 73 | void Update() 74 | { 75 | if (isActive) 76 | { 77 | isActive = false; 78 | 79 | // 進行可能な方向を得る 80 | Vector3 direction = GetGoDirection(); 81 | 82 | if (direction == Vector3.zero) 83 | { 84 | // 進行可能な方向がない場合、戻る。 85 | GoBack(); 86 | } 87 | else 88 | { 89 | // 進行可能な方向に2セル進む 90 | GoAhead(direction); 91 | } 92 | } 93 | } 94 | 95 | bool InCoverObj(Vector3 pos) 96 | { 97 | bool result = false; 98 | 99 | if (coverObject) 100 | { 101 | Collider[] colliders = Physics.OverlapBox(pos, new Vector3(0.1f, 0.1f, 0.1f)); 102 | foreach (Collider item in colliders) 103 | { 104 | if (item.gameObject == coverObject) 105 | { 106 | result = true; 107 | break; 108 | } 109 | } 110 | } 111 | else 112 | { 113 | result = true; 114 | } 115 | return result; 116 | } 117 | 118 | Vector3 GetGoDirection() 119 | { 120 | Vector3 result = Vector3.zero; 121 | 122 | List rayList = new List(); 123 | RaycastHit hit; 124 | float distance = 2.0f * scale; 125 | float radious = 1.0f * scale; 126 | 127 | if( mRayList.Count > 0 ) 128 | { 129 | foreach (Ray ray in mRayList) 130 | { 131 | if (!Physics.SphereCast(ray, radious, out hit, distance)) 132 | { 133 | if (InCoverObj(transform.position + ray.direction * distance)) 134 | { 135 | rayList.Add(ray); 136 | } 137 | } 138 | } 139 | } 140 | if (rayList.Count > 0) 141 | { 142 | int randIndex = Random.Range(0, rayList.Count); 143 | result = rayList[randIndex].direction; 144 | } 145 | Debug.Log(result); 146 | return result; 147 | } 148 | 149 | bool isStart() 150 | { 151 | if (preRoadObject == null) 152 | { 153 | return true; 154 | } 155 | else 156 | { 157 | return false; 158 | } 159 | } 160 | 161 | void GoBack() 162 | { 163 | Debug.Log("GoBack:in"); 164 | // 2セル戻る 165 | // スタート地点なら生成終了 166 | if (isStart()) 167 | { 168 | Debug.Log("Maze Generate Complete!"); 169 | makeMazeComplete = true; 170 | // 完了通知 171 | OnMakeComplete(); 172 | return; 173 | } 174 | else 175 | { 176 | // 戻る 177 | if (preRoadObject != null) 178 | { 179 | preRoadObject.GetComponent().Grow(); 180 | } 181 | } 182 | } 183 | 184 | void GoAhead(Vector3 direction) 185 | { 186 | GameObject copySpaceCube1 = Object.Instantiate(roadObject) as GameObject; 187 | copySpaceCube1.transform.position = this.transform.position + direction * 1.0f * scale; 188 | copySpaceCube1.name = roadObject.name; 189 | 190 | Destroy(copySpaceCube1.GetComponent()); 191 | 192 | GameObject copySpaceCube2 = Object.Instantiate(roadObject) as GameObject; 193 | copySpaceCube2.transform.position = this.transform.position + direction * 2.0f * scale; 194 | copySpaceCube2.name = roadObject.name; 195 | 196 | copySpaceCube2.GetComponent().preRoadObject = this.gameObject; 197 | copySpaceCube2.GetComponent().Grow(); 198 | 199 | if( this.transform.parent != null ) 200 | { 201 | copySpaceCube1.transform.parent = this.transform.parent; 202 | copySpaceCube2.transform.parent = this.transform.parent; 203 | } 204 | } 205 | 206 | /* 迷路生成完了通知 */ 207 | public virtual void OnMakeComplete() 208 | { 209 | if (MakeComplete != null) 210 | { 211 | MakeComplete(this); 212 | } 213 | } 214 | } 215 | -------------------------------------------------------------------------------- /Assets/MazeMaker/Scripts/MazeMakerGrowInObj.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5423a6937aa80624fa424ed8957033f9 3 | timeCreated: 1481095137 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2016 afjk 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 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_DisableAudio: 0 16 | m_VirtualizeEffects: 1 17 | -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: 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UnityPurchasingSettings: 15 | m_Enabled: 0 16 | m_TestMode: 0 17 | UnityAnalyticsSettings: 18 | m_Enabled: 1 19 | m_InitializeOnStartup: 1 20 | m_TestMode: 0 21 | m_TestEventUrl: 22 | m_TestConfigUrl: 23 | UnityAdsSettings: 24 | m_Enabled: 0 25 | m_InitializeOnStartup: 1 26 | m_TestMode: 0 27 | m_EnabledPlatforms: 4294967295 28 | m_IosGameId: 29 | m_AndroidGameId: 30 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # MazeMaker 2 | Maze maker for Unity 3 | ![image](https://pbs.twimg.com/media/CzD_VT8VEAAiNuB.jpg 4 | "image") 5 | 6 | # 特徴 7 | Unity向け立体迷路自動生成プログラム 8 | 9 | # 使用方法 10 | 1. 迷路を生成する範囲を設定する。 11 | 1. 生成範囲となるオブジェクト(Cubeなど)を作成する。 12 | 1. サイズは1x1x1より大きい任意サイズ。 13 | 1. Mesh Rendererのチェックを外し不可視化すると良い。 14 | 1. 迷路生成の起点を設定する。 15 | 1. 範囲のオブジェクト内側に、迷路の1単位になるGameObjectを生成する。 16 | 1. サイズは1x1x1。傾いている場合、傾きに従って迷路を生成する。 17 | 1. MazeMakerGrowInObjスクリプトをアタッチする。 18 | 1. 実行すると範囲オブジェクトの形状に沿って立体迷路を自動生成する。 19 | 20 | # その他 21 | - 任意のタイミングで迷路生成を実行したい場合、MazeMakerGrowInObjのGrow On Startチェックを外す。MazeMakerGrowInObjのGrow()を呼ぶと迷路生成が開始する。 22 | - 生成範囲のオブジェクト以外は障害物として迂回して迷路を生成する。 23 | - 任意形状のオブジェクトの内部に迷路を生成したい場合、[SA Collider Builder](https://www.assetstore.unity3d.com/jp/#!/content/15058)などで中が空洞のコライダを生成し、内部に迷路生成の起点を作成してください。 24 | --------------------------------------------------------------------------------