├── .gitignore ├── Assets ├── Cell 3D.prefab ├── Cell 3D.prefab.meta ├── Cell.cs ├── Cell.cs.meta ├── Cell.prefab ├── Cell.prefab.meta ├── Floor.mat ├── Floor.mat.meta ├── HintRenderer.cs ├── HintRenderer.cs.meta ├── Maze.cs ├── Maze.cs.meta ├── MazeGenerator.cs ├── MazeGenerator.cs.meta ├── MazeSpawner.cs ├── MazeSpawner.cs.meta ├── Player.mat ├── Player.mat.meta ├── PlayerControls.cs ├── PlayerControls.cs.meta ├── PlayerControls3D.cs ├── PlayerControls3D.cs.meta ├── Plugins.meta ├── Plugins │ ├── Editor.meta │ └── Editor │ │ ├── JetBrains.meta │ │ └── JetBrains │ │ ├── JetBrains.Rider.Unity.Editor.Plugin.Repacked.dll │ │ └── JetBrains.Rider.Unity.Editor.Plugin.Repacked.dll.meta ├── Scenes.meta ├── Scenes │ ├── Maze2D.unity │ ├── Maze2D.unity.meta │ ├── Maze3D.unity │ └── Maze3D.unity.meta ├── Walls.mat └── Walls.mat.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 | .idea/ 11 | 12 | # Autogenerated VS/MD/Consulo solution and project files 13 | ExportedObj/ 14 | .consulo/ 15 | *.csproj 16 | *.unityproj 17 | *.sln 18 | *.suo 19 | *.tmp 20 | *.user 21 | *.userprefs 22 | *.pidb 23 | *.booproj 24 | *.svd 25 | *.pdb 26 | *.opendb 27 | *.VC.db 28 | 29 | # Unity3D generated meta files 30 | *.pidb.meta 31 | *.pdb.meta 32 | 33 | # 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ab4f7453163a776418da2191acd43aaf 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/HintRenderer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | public class HintRenderer : MonoBehaviour 5 | { 6 | public MazeSpawner MazeSpawner; 7 | 8 | private LineRenderer componentLineRenderer; 9 | 10 | private void Start() 11 | { 12 | componentLineRenderer = GetComponent(); 13 | } 14 | 15 | public void DrawPath() 16 | { 17 | Maze maze = MazeSpawner.maze; 18 | int x = maze.finishPosition.x; 19 | int y = maze.finishPosition.y; 20 | List positions = new List(); 21 | 22 | while ((x != 0 || y != 0) && positions.Count < 10000) 23 | { 24 | positions.Add(new Vector3(x * MazeSpawner.CellSize.x, y * MazeSpawner.CellSize.y, y * MazeSpawner.CellSize.z)); 25 | 26 | MazeGeneratorCell currentCell = maze.cells[x, y]; 27 | 28 | if (x > 0 && 29 | !currentCell.WallLeft && 30 | maze.cells[x - 1, y].DistanceFromStart < currentCell.DistanceFromStart) 31 | { 32 | x--; 33 | } 34 | else if (y > 0 && 35 | !currentCell.WallBottom && 36 | maze.cells[x, y - 1].DistanceFromStart < currentCell.DistanceFromStart) 37 | { 38 | y--; 39 | } 40 | else if (x < maze.cells.GetLength(0) - 1 && 41 | !maze.cells[x + 1, y].WallLeft && 42 | maze.cells[x + 1, y].DistanceFromStart < currentCell.DistanceFromStart) 43 | { 44 | x++; 45 | } 46 | else if (y < maze.cells.GetLength(1) - 1 && 47 | !maze.cells[x, y + 1].WallBottom && 48 | maze.cells[x, y + 1].DistanceFromStart < currentCell.DistanceFromStart) 49 | { 50 | y++; 51 | } 52 | } 53 | 54 | positions.Add(Vector3.zero); 55 | componentLineRenderer.positionCount = positions.Count; 56 | componentLineRenderer.SetPositions(positions.ToArray()); 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/HintRenderer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0a0e9c1a61e9b064b953beede65f1288 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Maze.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Maze 4 | { 5 | public MazeGeneratorCell[,] cells; 6 | public Vector2Int finishPosition; 7 | } 8 | 9 | public class MazeGeneratorCell 10 | { 11 | public int X; 12 | public int Y; 13 | 14 | public bool WallLeft = true; 15 | public bool WallBottom = true; 16 | 17 | public bool Visited = false; 18 | public int DistanceFromStart; 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Maze.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 42393be225e27f24b9b16a44b9ef6481 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/MazeGenerator.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class MazeGenerator 6 | { 7 | public int Width = 50; 8 | public int Height = 50; 9 | 10 | public Maze GenerateMaze() 11 | { 12 | MazeGeneratorCell[,] cells = new MazeGeneratorCell[Width, Height]; 13 | 14 | for (int x = 0; x < cells.GetLength(0); x++) 15 | { 16 | for (int y = 0; y < cells.GetLength(1); y++) 17 | { 18 | cells[x, y] = new MazeGeneratorCell {X = x, Y = y}; 19 | } 20 | } 21 | 22 | for (int x = 0; x < cells.GetLength(0); x++) 23 | { 24 | cells[x, Height - 1].WallLeft = false; 25 | } 26 | 27 | for (int y = 0; y < cells.GetLength(1); y++) 28 | { 29 | cells[Width - 1, y].WallBottom = false; 30 | } 31 | 32 | RemoveWallsWithBacktracker(cells); 33 | 34 | Maze maze = new Maze(); 35 | 36 | maze.cells = cells; 37 | maze.finishPosition = PlaceMazeExit(cells); 38 | 39 | return maze; 40 | } 41 | 42 | private void RemoveWallsWithBacktracker(MazeGeneratorCell[,] maze) 43 | { 44 | MazeGeneratorCell current = maze[0, 0]; 45 | current.Visited = true; 46 | current.DistanceFromStart = 0; 47 | 48 | Stack stack = new Stack(); 49 | do 50 | { 51 | List unvisitedNeighbours = new List(); 52 | 53 | int x = current.X; 54 | int y = current.Y; 55 | 56 | if (x > 0 && !maze[x - 1, y].Visited) unvisitedNeighbours.Add(maze[x - 1, y]); 57 | if (y > 0 && !maze[x, y - 1].Visited) unvisitedNeighbours.Add(maze[x, y - 1]); 58 | if (x < Width - 2 && !maze[x + 1, y].Visited) unvisitedNeighbours.Add(maze[x + 1, y]); 59 | if (y < Height - 2 && !maze[x, y + 1].Visited) unvisitedNeighbours.Add(maze[x, y + 1]); 60 | 61 | if (unvisitedNeighbours.Count > 0) 62 | { 63 | MazeGeneratorCell chosen = unvisitedNeighbours[UnityEngine.Random.Range(0, unvisitedNeighbours.Count)]; 64 | RemoveWall(current, chosen); 65 | 66 | chosen.Visited = true; 67 | stack.Push(chosen); 68 | chosen.DistanceFromStart = current.DistanceFromStart + 1; 69 | current = chosen; 70 | } 71 | else 72 | { 73 | current = stack.Pop(); 74 | } 75 | } while (stack.Count > 0); 76 | } 77 | 78 | private void RemoveWall(MazeGeneratorCell a, MazeGeneratorCell b) 79 | { 80 | if (a.X == b.X) 81 | { 82 | if (a.Y > b.Y) a.WallBottom = false; 83 | else b.WallBottom = false; 84 | } 85 | else 86 | { 87 | if (a.X > b.X) a.WallLeft = false; 88 | else b.WallLeft = false; 89 | } 90 | } 91 | 92 | private Vector2Int PlaceMazeExit(MazeGeneratorCell[,] maze) 93 | { 94 | MazeGeneratorCell furthest = maze[0, 0]; 95 | 96 | for (int x = 0; x < maze.GetLength(0); x++) 97 | { 98 | if (maze[x, Height - 2].DistanceFromStart > furthest.DistanceFromStart) furthest = maze[x, Height - 2]; 99 | if (maze[x, 0].DistanceFromStart > furthest.DistanceFromStart) furthest = maze[x, 0]; 100 | } 101 | 102 | for (int y = 0; y < maze.GetLength(1); y++) 103 | { 104 | if (maze[Width - 2, y].DistanceFromStart > furthest.DistanceFromStart) furthest = maze[Width - 2, y]; 105 | if (maze[0, y].DistanceFromStart > furthest.DistanceFromStart) furthest = maze[0, y]; 106 | } 107 | 108 | if (furthest.X == 0) furthest.WallLeft = false; 109 | else if (furthest.Y == 0) furthest.WallBottom = false; 110 | else if (furthest.X == Width - 2) maze[furthest.X + 1, furthest.Y].WallLeft = false; 111 | else if (furthest.Y == Height - 2) maze[furthest.X, furthest.Y + 1].WallBottom = false; 112 | 113 | return new Vector2Int(furthest.X, furthest.Y); 114 | } 115 | } -------------------------------------------------------------------------------- /Assets/MazeGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c977a5c62e2ee854c83d3b08091f5109 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/MazeSpawner.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class MazeSpawner : MonoBehaviour 4 | { 5 | public Cell CellPrefab; 6 | public Vector3 CellSize = new Vector3(1,1,0); 7 | public HintRenderer HintRenderer; 8 | 9 | public Maze maze; 10 | 11 | private void Start() 12 | { 13 | MazeGenerator generator = new MazeGenerator(); 14 | maze = generator.GenerateMaze(); 15 | 16 | for (int x = 0; x < maze.cells.GetLength(0); x++) 17 | { 18 | for (int y = 0; y < maze.cells.GetLength(1); y++) 19 | { 20 | Cell c = Instantiate(CellPrefab, new Vector3(x * CellSize.x, y * CellSize.y, y * CellSize.z), Quaternion.identity); 21 | 22 | c.WallLeft.SetActive(maze.cells[x, y].WallLeft); 23 | c.WallBottom.SetActive(maze.cells[x, y].WallBottom); 24 | } 25 | } 26 | 27 | HintRenderer.DrawPath(); 28 | } 29 | } -------------------------------------------------------------------------------- /Assets/MazeSpawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 751476b3bd4a3154eb46ea6ec6a50633 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 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defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/PlayerControls3D.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class PlayerControls3D : MonoBehaviour 4 | { 5 | public float Speed = 2; 6 | 7 | private Rigidbody componentRigidbody; 8 | 9 | private void Start() 10 | { 11 | componentRigidbody = GetComponent(); 12 | } 13 | 14 | private void Update() 15 | { 16 | componentRigidbody.velocity = Vector2.zero; 17 | if (Input.GetKey(KeyCode.LeftArrow)) componentRigidbody.velocity += Vector3.left * Speed; 18 | if (Input.GetKey(KeyCode.RightArrow)) componentRigidbody.velocity += Vector3.right * Speed; 19 | if (Input.GetKey(KeyCode.UpArrow)) componentRigidbody.velocity += Vector3.forward * Speed; 20 | if (Input.GetKey(KeyCode.DownArrow)) 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m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /Readme.md: -------------------------------------------------------------------------------- 1 | # Процедурная генерация лабиринтов в Unity 3D 2 | В этом репозитории лежат файлы из туториалов по процедурной генерации лабиринтов в Unity 3D 3 | 4 | Сами туториалы можно найти тут: 5 | - [Процедурная генерация лабиринта [Unity 3D] [Tutorial]](https://youtu.be/s6yidLURe-s) 6 | - [Процедурная генерация лабиринта - 3D лабиринты и поиск пути [Unity 3D] [Tutorial] (часть 2)](https://youtu.be/OvBDWCyz438) 7 | 8 | *чтобы скачать все файлы одним архивом, можно нажать Clone or download -> Download ZIP* --------------------------------------------------------------------------------