├── .gitignore ├── Assets ├── CameraFollower.cs ├── CameraFollower.cs.meta ├── Chunk.cs ├── Chunk.cs.meta ├── Chunks.meta ├── Chunks │ ├── Chunk 1.prefab │ ├── Chunk 1.prefab.meta │ ├── Chunk 2.prefab │ ├── Chunk 2.prefab.meta │ ├── Chunk 3.prefab │ └── Chunk 3.prefab.meta ├── ChunksPlacer.cs ├── ChunksPlacer.cs.meta ├── DestroyWithChance.cs ├── DestroyWithChance.cs.meta ├── Meshes.meta ├── Meshes │ ├── block.blend │ ├── block.blend.meta │ ├── block2.blend │ ├── block2.blend.meta │ ├── light.blend │ ├── light.blend.meta │ ├── spikes.blend │ └── spikes.blend.meta ├── Player.cs ├── Player.cs.meta ├── PlayerTopDown.cs ├── PlayerTopDown.cs.meta ├── Post-processing Profile.asset ├── Post-processing Profile.asset.meta ├── Room.cs ├── Room.cs.meta ├── Rooms.meta ├── Rooms │ ├── Room 1.prefab │ ├── Room 1.prefab.meta │ ├── Room Boss.prefab │ └── Room Boss.prefab.meta ├── RoomsPlacer.cs ├── RoomsPlacer.cs.meta ├── Scenes.meta ├── Scenes │ ├── Dungeon.unity │ ├── Dungeon.unity.meta │ ├── Game.unity │ └── Game.unity.meta ├── SelectRandom.cs ├── SelectRandom.cs.meta ├── Spikes Move.anim ├── Spikes Move.anim.meta ├── Spikes.controller ├── Spikes.controller.meta ├── Textures.meta └── Textures │ ├── Map.mat │ ├── Map.mat.meta │ ├── Player.mat │ ├── Player.mat.meta │ ├── Random Normal Map.jpg │ ├── Random Normal Map.jpg.meta │ ├── emission.png │ ├── emission.png.meta │ ├── lut.png │ ├── lut.png.meta │ ├── map.png │ └── map.png.meta ├── 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 └── Readme.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | .idea/ 12 | 13 | # Autogenerated VS/MD/Consulo solution and project files 14 | ExportedObj/ 15 | .consulo/ 16 | *.csproj 17 | *.unityproj 18 | *.sln 19 | *.suo 20 | *.tmp 21 | *.user 22 | *.userprefs 23 | *.pidb 24 | *.booproj 25 | *.svd 26 | *.pdb 27 | *.opendb 28 | *.VC.db 29 | 30 | # Unity3D generated meta files 31 | *.pidb.meta 32 | *.pdb.meta 33 | 34 | # Unity3D Generated File On Crash Reports 35 | sysinfo.txt 36 | 37 | # Builds 38 | *.apk 39 | *.unitypackage -------------------------------------------------------------------------------- /Assets/CameraFollower.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class CameraFollower : MonoBehaviour 4 | { 5 | public Transform Target; 6 | 7 | private void Update() 8 | { 9 | transform.position = Target.position; 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /Assets/CameraFollower.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5bfead4642869d9499cb1c1a421cf5e7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Chunk.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Chunk : MonoBehaviour 4 | { 5 | public Transform Begin; 6 | public Transform End; 7 | 8 | public Mesh[] BlockMeshes; 9 | 10 | public AnimationCurve ChanceFromDistance; 11 | 12 | private void Start() 13 | { 14 | foreach (var filter in GetComponentsInChildren()) 15 | { 16 | if (filter.sharedMesh == BlockMeshes[0]) 17 | { 18 | filter.sharedMesh = BlockMeshes[Random.Range(0, BlockMeshes.Length)]; 19 | filter.transform.rotation = Quaternion.Euler(-90, 0, 90 * Random.Range(0,4)); 20 | } 21 | } 22 | } 23 | } -------------------------------------------------------------------------------- /Assets/Chunk.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1004f73054a24c543afb5079ee7db628 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Chunks.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f084c290cc756e54f905d200232e25c0 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Chunks/Chunk 1.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 512f01c4ceedf284c8f7bc2c595f1254 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Chunks/Chunk 2.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 666f75605b49c9f4ea7860600b8f3d7b 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Chunks/Chunk 3.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 77d2e1003367a0941b9fa82633f5eba3 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/ChunksPlacer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Linq; 3 | using UnityEngine; 4 | 5 | public class ChunksPlacer : MonoBehaviour 6 | { 7 | public Transform Player; 8 | public Chunk[] ChunkPrefabs; 9 | public Chunk FirstChunk; 10 | 11 | private List spawnedChunks = new List(); 12 | 13 | private void Start() 14 | { 15 | spawnedChunks.Add(FirstChunk); 16 | } 17 | 18 | private void Update() 19 | { 20 | if (Player.position.z > spawnedChunks[spawnedChunks.Count - 1].End.position.z - 15) 21 | { 22 | SpawnChunk(); 23 | } 24 | } 25 | 26 | private void SpawnChunk() 27 | { 28 | Chunk newChunk = Instantiate(GetRandomChunk()); 29 | newChunk.transform.position = spawnedChunks[spawnedChunks.Count - 1].End.position - newChunk.Begin.localPosition; 30 | spawnedChunks.Add(newChunk); 31 | 32 | if (spawnedChunks.Count >= 3) 33 | { 34 | Destroy(spawnedChunks[0].gameObject); 35 | spawnedChunks.RemoveAt(0); 36 | } 37 | } 38 | 39 | private Chunk GetRandomChunk() 40 | { 41 | List chances = new List(); 42 | for (int i = 0; i < ChunkPrefabs.Length; i++) 43 | { 44 | chances.Add(ChunkPrefabs[i].ChanceFromDistance.Evaluate(Player.transform.position.z)); 45 | } 46 | 47 | float value = Random.Range(0, chances.Sum()); 48 | float sum = 0; 49 | 50 | for (int i = 0; i < chances.Count; i++) 51 | { 52 | sum += chances[i]; 53 | if (value < sum) 54 | { 55 | return ChunkPrefabs[i]; 56 | } 57 | } 58 | 59 | return ChunkPrefabs[ChunkPrefabs.Length-1]; 60 | } 61 | } -------------------------------------------------------------------------------- /Assets/ChunksPlacer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0c1d31463ef427242afe8b1def81b4c5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/DestroyWithChance.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class DestroyWithChance : MonoBehaviour 4 | { 5 | [Range(0,1)] 6 | public float ChanceOfStaying = 0.5f; 7 | 8 | private void Start() 9 | { 10 | if (Random.value > ChanceOfStaying) Destroy(gameObject); 11 | } 12 | } 13 | -------------------------------------------------------------------------------- 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secondaryUVAngleDistortion: 8 69 | secondaryUVAreaDistortion: 15.000001 70 | secondaryUVHardAngle: 88 71 | secondaryUVPackMargin: 4 72 | useFileScale: 1 73 | previousCalculatedGlobalScale: 1 74 | hasPreviousCalculatedGlobalScale: 1 75 | tangentSpace: 76 | normalSmoothAngle: 60 77 | normalImportMode: 0 78 | tangentImportMode: 3 79 | normalCalculationMode: 4 80 | legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0 81 | blendShapeNormalImportMode: 1 82 | normalSmoothingSource: 0 83 | importAnimation: 0 84 | copyAvatar: 0 85 | humanDescription: 86 | serializedVersion: 2 87 | human: [] 88 | skeleton: [] 89 | armTwist: 0.5 90 | foreArmTwist: 0.5 91 | upperLegTwist: 0.5 92 | legTwist: 0.5 93 | armStretch: 0.05 94 | legStretch: 0.05 95 | feetSpacing: 0 96 | rootMotionBoneName: 97 | hasTranslationDoF: 0 98 | hasExtraRoot: 0 99 | skeletonHasParents: 1 100 | lastHumanDescriptionAvatarSource: {instanceID: 0} 101 | animationType: 0 102 | humanoidOversampling: 1 103 | additionalBone: 0 104 | userData: 105 | assetBundleName: 106 | assetBundleVariant: 107 | -------------------------------------------------------------------------------- /Assets/Player.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Player : MonoBehaviour 4 | { 5 | private Rigidbody componentRigidbody; 6 | 7 | public int Velocity = 4; 8 | public int TurnSpeed = 2; 9 | 10 | private void Start() 11 | { 12 | componentRigidbody = GetComponent(); 13 | } 14 | 15 | private void FixedUpdate() 16 | { 17 | Vector3 velocity = componentRigidbody.velocity; 18 | velocity.z = Velocity; 19 | componentRigidbody.velocity = velocity; 20 | 21 | if (Input.GetKey(KeyCode.UpArrow)) 22 | { 23 | componentRigidbody.AddForce(Vector3.left*TurnSpeed); 24 | } 25 | if (Input.GetKey(KeyCode.DownArrow)) 26 | { 27 | componentRigidbody.AddForce(Vector3.right*TurnSpeed); 28 | } 29 | } 30 | } 31 | 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componentRigidbody.AddForce(Vector3.forward* TurnSpeed); 19 | } 20 | if (Input.GetKey(KeyCode.DownArrow)) 21 | { 22 | componentRigidbody.AddForce(Vector3.back * TurnSpeed); 23 | } 24 | if (Input.GetKey(KeyCode.LeftArrow)) 25 | { 26 | componentRigidbody.AddForce(Vector3.left * TurnSpeed); 27 | } 28 | if (Input.GetKey(KeyCode.RightArrow)) 29 | { 30 | componentRigidbody.AddForce(Vector3.right * TurnSpeed); 31 | } 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /Assets/PlayerTopDown.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0d28942a3583c714b9e39f0f2a55a026 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- 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| - 0.5 1404 | - 0.5 1405 | - 0.5 1406 | - 0.5 1407 | - 0.5 1408 | - 0.5 1409 | - 0.5 1410 | - 0.5 1411 | - 0.5 1412 | - 0.5 1413 | - 0.5 1414 | - 0.5 1415 | - 0.5 1416 | - 0.5 1417 | - 0.5 1418 | - 0.5 1419 | - 0.5 1420 | - 0.5 1421 | - 0.5 1422 | - 0.5 1423 | - 0.5 1424 | - 0.5 1425 | - 0.5 1426 | -------------------------------------------------------------------------------- /Assets/Post-processing Profile.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 405e37c04ede86c48afbcf106b3987ba 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Room.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Room : MonoBehaviour 4 | { 5 | public GameObject DoorU; 6 | public GameObject DoorR; 7 | public GameObject DoorD; 8 | public GameObject DoorL; 9 | 10 | public Mesh[] BlockMeshes; 11 | 12 | private void Start() 13 | { 14 | foreach (var filter in GetComponentsInChildren()) 15 | { 16 | if (filter.sharedMesh == BlockMeshes[0]) 17 | { 18 | filter.sharedMesh = BlockMeshes[Random.Range(0, BlockMeshes.Length)]; 19 | filter.transform.rotation = Quaternion.Euler(-90, 0, 90 * Random.Range(0, 4)); 20 | } 21 | } 22 | } 23 | 24 | public void RotateRandomly() 25 | { 26 | int count = Random.Range(0, 4); 27 | 28 | for (int i = 0; i < count; i++) 29 | { 30 | transform.Rotate(0, 90, 0); 31 | 32 | GameObject tmp = DoorL; 33 | DoorL = DoorD; 34 | DoorD = DoorR; 35 | DoorR = DoorU; 36 | DoorU = tmp; 37 | } 38 | } 39 | } -------------------------------------------------------------------------------- /Assets/Room.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9f0b9f70d48a5494d8bcf25a805a4ddf 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Rooms.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fc25fa42f4251e04eba7de9023bc43ab 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Rooms/Room 1.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6315d6baf84a4644bb4ff1e93c12e3f0 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Rooms/Room Boss.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3c55225795d607f4e9f5dc4ab2b19310 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/RoomsPlacer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | using UnityEngine.SceneManagement; 6 | 7 | public class RoomsPlacer : MonoBehaviour 8 | { 9 | public Room[] RoomPrefabs; 10 | public Room StartingRoom; 11 | 12 | private Room[,] spawnedRooms; 13 | 14 | private IEnumerator Start() 15 | { 16 | spawnedRooms = new Room[11, 11]; 17 | spawnedRooms[5, 5] = StartingRoom; 18 | 19 | for (int i = 0; i < 12; i++) 20 | { 21 | // Это вот просто убрать чтобы подземелье генерировалось мгновенно на старте 22 | yield return new WaitForSecondsRealtime(0.5f); 23 | 24 | PlaceOneRoom(); 25 | } 26 | } 27 | 28 | private void PlaceOneRoom() 29 | { 30 | HashSet vacantPlaces = new HashSet(); 31 | for (int x = 0; x < spawnedRooms.GetLength(0); x++) 32 | { 33 | for (int y = 0; y < spawnedRooms.GetLength(1); y++) 34 | { 35 | if (spawnedRooms[x, y] == null) continue; 36 | 37 | int maxX = spawnedRooms.GetLength(0) - 1; 38 | int maxY = spawnedRooms.GetLength(1) - 1; 39 | 40 | if (x > 0 && spawnedRooms[x - 1, y] == null) vacantPlaces.Add(new Vector2Int(x - 1, y)); 41 | if (y > 0 && spawnedRooms[x, y - 1] == null) vacantPlaces.Add(new Vector2Int(x, y - 1)); 42 | if (x < maxX && spawnedRooms[x + 1, y] == null) vacantPlaces.Add(new Vector2Int(x + 1, y)); 43 | if (y < maxY && spawnedRooms[x, y + 1] == null) vacantPlaces.Add(new Vector2Int(x, y + 1)); 44 | } 45 | } 46 | 47 | // Эту строчку можно заменить на выбор комнаты с учётом её вероятности, вроде как в ChunksPlacer.GetRandomChunk() 48 | Room newRoom = Instantiate(RoomPrefabs[Random.Range(0, RoomPrefabs.Length)]); 49 | 50 | int limit = 500; 51 | while (limit-- > 0) 52 | { 53 | // Эту строчку можно заменить на выбор положения комнаты с учётом того насколько он далеко/близко от центра, 54 | // или сколько у него соседей, чтобы генерировать более плотные, или наоборот, растянутые данжи 55 | Vector2Int position = vacantPlaces.ElementAt(Random.Range(0, vacantPlaces.Count)); 56 | newRoom.RotateRandomly(); 57 | 58 | if (ConnectToSomething(newRoom, position)) 59 | { 60 | newRoom.transform.position = new Vector3(position.x - 5, 0, position.y - 5) * 12; 61 | spawnedRooms[position.x, position.y] = newRoom; 62 | return; 63 | } 64 | } 65 | 66 | Destroy(newRoom.gameObject); 67 | } 68 | 69 | private bool ConnectToSomething(Room room, Vector2Int p) 70 | { 71 | int maxX = spawnedRooms.GetLength(0) - 1; 72 | int maxY = spawnedRooms.GetLength(1) - 1; 73 | 74 | List neighbours = new List(); 75 | 76 | if (room.DoorU != null && p.y < maxY && spawnedRooms[p.x, p.y + 1]?.DoorD != null) neighbours.Add(Vector2Int.up); 77 | if (room.DoorD != null && p.y > 0 && spawnedRooms[p.x, p.y - 1]?.DoorU != null) neighbours.Add(Vector2Int.down); 78 | if (room.DoorR != null && p.x < maxX && spawnedRooms[p.x + 1, p.y]?.DoorL != null) neighbours.Add(Vector2Int.right); 79 | if (room.DoorL != null && p.x > 0 && spawnedRooms[p.x - 1, p.y]?.DoorR != null) neighbours.Add(Vector2Int.left); 80 | 81 | if (neighbours.Count == 0) return false; 82 | 83 | Vector2Int selectedDirection = neighbours[Random.Range(0, neighbours.Count)]; 84 | Room selectedRoom = spawnedRooms[p.x + selectedDirection.x, p.y + selectedDirection.y]; 85 | 86 | if(selectedDirection == Vector2Int.up) 87 | { 88 | room.DoorU.SetActive(false); 89 | selectedRoom.DoorD.SetActive(false); 90 | } 91 | else if (selectedDirection == Vector2Int.down) 92 | { 93 | 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /Readme.md: -------------------------------------------------------------------------------- 1 | # Процедурная генерация уровней в Unity 3D 2 | В этом репозитории лежат файлы из туториалов по процедурной генерации уровней в Unity 3D. Версии из предыдущих серий видео можно найти в истории коммитов 3 | 4 | Сами туториалы можно найти тут: 5 | - [Процедурная генерация бесконечного уровня [Unity 3D] [Tutorial] - часть 1](https://youtu.be/xh1U0Bf6wKw) 6 | - [Процедурная генерация бесконечного уровня [Unity 3D] [Tutorial] - часть 2](https://youtu.be/2o4V4mscYOo) 7 | - [Генерация подземелья как в Binding of Isaac [Unity 3D] [Tutorial]](https://youtu.be/QrD6rHbc4oo) 8 | 9 | *чтобы скачать все файлы одним архивом, можно нажать Clone or download -> Download ZIP* --------------------------------------------------------------------------------