├── .gitignore ├── .vscode └── settings.json ├── Assets ├── Prefabs.meta ├── Prefabs │ ├── Rooms.meta │ ├── Rooms │ │ ├── Room B.prefab │ │ ├── Room B.prefab.meta │ │ ├── Room L.prefab │ │ ├── Room L.prefab.meta │ │ ├── Room LB.prefab │ │ ├── Room LB.prefab.meta │ │ ├── Room LR.prefab │ │ ├── Room LR.prefab.meta │ │ ├── Room LRD.prefab │ │ ├── Room LRD.prefab.meta │ │ ├── Room R.prefab │ │ ├── Room R.prefab.meta │ │ ├── Room RB.prefab │ │ ├── Room RB.prefab.meta │ │ ├── Room T.prefab │ │ ├── Room T.prefab.meta │ │ ├── Room TB.prefab │ │ ├── Room TB.prefab.meta │ │ ├── Room TDL.prefab │ │ ├── Room TDL.prefab.meta │ │ ├── Room TDR.prefab │ │ ├── Room TDR.prefab.meta │ │ ├── Room TL.prefab │ │ ├── Room TL.prefab.meta │ │ ├── Room TLR.prefab │ │ ├── Room TLR.prefab.meta │ │ ├── Room TR.prefab │ │ ├── Room TR.prefab.meta │ │ ├── Room.prefab │ │ └── Room.prefab.meta │ ├── RoomsLong.meta │ └── RoomsLong │ │ ├── RoomLong LR.prefab │ │ ├── RoomLong LR.prefab.meta │ │ ├── RoomLong TD.prefab │ │ ├── RoomLong TD.prefab.meta │ │ ├── RoomLong.prefab │ │ └── RoomLong.prefab.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── MapGenerator.cs │ ├── MapGenerator.cs.meta │ ├── Room.cs │ ├── Room.cs.meta │ ├── RoomSpawn.cs │ ├── RoomSpawn.cs.meta │ ├── Utils.cs │ └── Utils.cs.meta ├── room.mtl ├── room.mtl.meta ├── room.obj ├── room.obj.meta ├── roomLong.mtl ├── roomLong.mtl.meta ├── roomLong.obj └── roomLong.obj.meta ├── Documentation.md ├── LICENSE ├── 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 └── 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 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": 3 | { 4 | "**/.DS_Store":true, 5 | "**/.git":true, 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-------------------------------------------------------------------------------- /Assets/Scenes/SampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99c9720ab356a0642a771bea13969a05 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 17ed569165b02524cba86bd467ca30e1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/MapGenerator.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace RMG { 6 | public class MapGenerator : MonoBehaviour { 7 | public int minRooms = 20; 8 | public int maxRooms = 40; 9 | [SerializeField] private Room startRoom; 10 | [SerializeField] private Room[] rooms; 11 | 12 | private Dictionary> sortedRooms = new Dictionary>() { 13 | {Dir.bottom, new List()}, 14 | {Dir.top, new List()}, 15 | {Dir.left, new List()}, 16 | {Dir.right, new List()} 17 | }; 18 | 19 | public List spawnedRooms { 20 | get; private set; 21 | } 22 | 23 | public System.Random rng { 24 | get; private set; 25 | } 26 | public int seed { 27 | get; private set; 28 | } 29 | 30 | private void Awake() { 31 | foreach (Room room in rooms) { 32 | room.Init(); 33 | if (room.HasExit(Dir.top)) { 34 | sortedRooms[Dir.top].Add(room); 35 | } 36 | if (room.HasExit(Dir.bottom)) { 37 | sortedRooms[Dir.bottom].Add(room); 38 | } 39 | if (room.HasExit(Dir.left)) { 40 | sortedRooms[Dir.left].Add(room); 41 | } 42 | if (room.HasExit(Dir.right)) { 43 | sortedRooms[Dir.right].Add(room); 44 | } 45 | } 46 | spawnedRooms = new List(); 47 | } 48 | 49 | public void Generate() { 50 | Generate(System.DateTime.Now.Millisecond); 51 | } 52 | 53 | public void Generate(int newSeed) { 54 | Clear(); 55 | Room start = Instantiate(startRoom, transform); 56 | start.Init(); 57 | seed = newSeed; 58 | rng = new System.Random(newSeed); 59 | int targetNumRooms = rng.Next(minRooms, maxRooms); 60 | List openRooms = new List(); 61 | spawnedRooms.Add(start); 62 | openRooms.Add(start); 63 | while (openRooms.Count > 0 && spawnedRooms.Count < targetNumRooms) { 64 | Room rndRoom = openRooms[rng.Next(openRooms.Count)]; 65 | if (rndRoom.openSpawns.Count == 0) { 66 | openRooms.Remove(rndRoom); 67 | continue; 68 | } 69 | RoomSpawn rndSpawn = rndRoom.openSpawns[rng.Next(rndRoom.openSpawns.Count)]; 70 | Dir dir = Utils.FlipDir(Utils.Vector3ToDir(rndSpawn.position)); 71 | Room newRoom = GetRndRoom(dir, rndRoom, rndSpawn); 72 | if (newRoom != null) { 73 | rndRoom.AddConnection(newRoom); 74 | newRoom.AddConnection(rndRoom); 75 | spawnedRooms.Add(newRoom); 76 | if (newRoom.openSpawns.Count > 0) { 77 | openRooms.Add(newRoom); 78 | } 79 | } 80 | } 81 | CalculateScores(); 82 | } 83 | 84 | private void Clear() { 85 | foreach (Room spawned in spawnedRooms) { 86 | spawned.gameObject.SetActive(false); 87 | // TODO setup a pool instead of destroying? 88 | Destroy(spawned.gameObject); 89 | } 90 | spawnedRooms.Clear(); 91 | } 92 | 93 | private Room GetRndRoom(Dir dir, Room parent, RoomSpawn parentSpawn) { 94 | Room newRoom = null; 95 | List validRooms = new List(sortedRooms[dir]); 96 | HashSet collidedRooms = new HashSet(); 97 | while (validRooms.Count > 0) { 98 | int roomI = rng.Next(validRooms.Count); 99 | Room curr = validRooms[roomI]; 100 | validRooms.RemoveAt(roomI); 101 | Vector3 pos = parent.transform.position + parentSpawn.position; 102 | List validSpawns = new List(curr.sortedSpawns[dir]); 103 | bool succeded = false; 104 | RoomSpawn childSpawn = null; 105 | int spawnI = rng.Next(validSpawns.Count); 106 | int spawnIStart = spawnI; 107 | while (true) { 108 | childSpawn = validSpawns[spawnI]; 109 | Vector3 pos2 = pos - childSpawn.position; 110 | List hitRooms = RoomCollisionCheck(pos2, curr.bounds); 111 | foreach (Room hitRoom in hitRooms) { 112 | collidedRooms.Add(hitRoom); 113 | } 114 | if (hitRooms.Count == 0) { 115 | succeded = true; 116 | pos = pos2; 117 | break; 118 | } 119 | spawnI = spawnI == validSpawns.Count - 1 ? 0 : spawnI + 1; 120 | if (spawnI == spawnIStart) { 121 | break; 122 | } 123 | } 124 | if (succeded) { 125 | newRoom = Instantiate(curr, transform); 126 | newRoom.Init(); 127 | newRoom.transform.position = pos; 128 | newRoom.CloseSpawn(newRoom.sortedSpawns[dir][spawnI], parent); 129 | parent.CloseSpawn(parentSpawn, newRoom); 130 | break; 131 | } 132 | } 133 | if (newRoom == null) { 134 | ConnectOverlapSpawns(parent, parentSpawn, collidedRooms); 135 | } 136 | return newRoom; 137 | } 138 | 139 | private List RoomCollisionCheck(Vector3 pos, Bounds bounds) { 140 | // TODO use physics instead? 141 | List rooms = new List(); 142 | Bounds bounds1 = new Bounds(bounds.center + pos, bounds.size); 143 | foreach (Room room in spawnedRooms) { 144 | Bounds bounds2 = new Bounds(room.bounds.center + room.transform.position, room.bounds.size); 145 | if (bounds1.Intersects(bounds2)) { 146 | rooms.Add(room); 147 | } 148 | } 149 | return rooms; 150 | } 151 | 152 | private void ConnectOverlapSpawns(Room parent, RoomSpawn parentSpawn, HashSet collidedRooms) { 153 | Vector3 pos1 = parent.transform.position + parentSpawn.position; 154 | parent.CloseSpawn(parentSpawn, null); 155 | foreach (Room room in collidedRooms) { 156 | if (room == parent) { 157 | continue; 158 | } 159 | Vector3 pos2 = room.transform.position; 160 | bool connected = false; 161 | foreach (RoomSpawn spawn in room.spawns) { 162 | if (pos2 + spawn.position == pos1) { 163 | room.CloseSpawn(spawn, parent); 164 | parent.CloseSpawn(parentSpawn, room); 165 | parent.AddConnection(room); 166 | room.AddConnection(parent); 167 | break; 168 | } 169 | } 170 | if (connected) { 171 | break; 172 | } 173 | } 174 | } 175 | 176 | private void CalculateScores() { 177 | Queue openRooms = new Queue(); 178 | HashSet closedRooms = new HashSet(); 179 | openRooms.Enqueue(spawnedRooms[0]); 180 | spawnedRooms[0].distanceFromHome = 0; 181 | while (openRooms.Count > 0) { 182 | Room current = openRooms.Dequeue(); 183 | closedRooms.Add(current); 184 | foreach (Room child in current.connections) { 185 | int score = current.distanceFromHome + 1; 186 | bool beenChecked = closedRooms.Contains(child); 187 | if (!beenChecked || (beenChecked && child.distanceFromHome > score)) { 188 | child.distanceFromHome = score; 189 | } 190 | if (!beenChecked) { 191 | openRooms.Enqueue(child); 192 | } 193 | } 194 | } 195 | } 196 | 197 | } 198 | } 199 | -------------------------------------------------------------------------------- /Assets/Scripts/MapGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b75642abd61ef974a9202cc02ef73c6e 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/Room.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | 6 | namespace RMG { 7 | public class Room : MonoBehaviour { 8 | [SerializeField] private Bounds _bounds; 9 | public Bounds bounds { 10 | get { return _bounds; } 11 | } 12 | 13 | public RoomSpawn[] spawns { 14 | get; private set; 15 | } 16 | 17 | public List openSpawns { 18 | get; set; 19 | } 20 | 21 | public Dictionary> sortedSpawns { 22 | get; private set; 23 | } 24 | 25 | public List connections { 26 | get; private set; 27 | } 28 | 29 | public int distanceFromHome = 0; 30 | 31 | public void Init() { 32 | spawns = GetComponentsInChildren(true); 33 | connections = new List(); 34 | openSpawns = new List(spawns); 35 | sortedSpawns = new Dictionary>() { 36 | {Dir.top, new List()}, 37 | {Dir.bottom, new List()}, 38 | {Dir.left, new List()}, 39 | {Dir.right, new List()} 40 | }; 41 | foreach (RoomSpawn spawn in spawns) { 42 | spawn.Clear(); 43 | spawn.position = spawn.transform.position; 44 | Dir dir = Utils.Vector3ToDir(spawn.position); 45 | sortedSpawns[dir].Add(spawn); 46 | } 47 | } 48 | 49 | public void CloseSpawn(RoomSpawn spawn, Room connection) { 50 | spawn.Connect(connection); 51 | openSpawns.Remove(spawn); 52 | } 53 | 54 | public void AddConnection(Room room) { 55 | connections.Add(room); 56 | } 57 | 58 | public bool HasExit(Dir dir) { 59 | return sortedSpawns[dir].Count > 0; 60 | } 61 | 62 | private void OnDrawGizmosSelected() { 63 | Gizmos.color = Color.red; 64 | Gizmos.DrawWireCube(transform.position + bounds.center, bounds.size); 65 | } 66 | 67 | } 68 | } -------------------------------------------------------------------------------- /Assets/Scripts/Room.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5b80d227c6bd56f4b9202fb59c4e3362 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/RoomSpawn.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace RMG { 6 | public class RoomSpawn : MonoBehaviour { 7 | [HideInInspector] public Vector3 position; 8 | public bool spawned { 9 | get; private set; 10 | } 11 | public Room connectedTo { 12 | get; private set; 13 | } 14 | 15 | public void Clear() { 16 | spawned = false; 17 | connectedTo = null; 18 | } 19 | 20 | public void Connect(Room room) { 21 | spawned = true; 22 | connectedTo = room; 23 | } 24 | 25 | private void OnDrawGizmos() { 26 | Gizmos.color = connectedTo != null ? Color.green : Color.grey; 27 | Gizmos.DrawSphere(transform.position, 0.5f); 28 | } 29 | } 30 | } -------------------------------------------------------------------------------- /Assets/Scripts/RoomSpawn.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7aafd7ac95265e14984810f3c60cf56f 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/Utils.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace RMG { 4 | public enum Dir { 5 | top, bottom, left, right 6 | } 7 | 8 | public static class Utils { 9 | public static Dir Vector3ToDir(Vector3 pos) { 10 | Vector3 norm = pos.normalized; 11 | if (norm.x == 1) return Dir.right; 12 | if (norm.x == -1) return Dir.left; 13 | if (norm.z == -1) return Dir.bottom; 14 | return Dir.top; 15 | } 16 | 17 | public static Dir FlipDir(Dir dir) { 18 | if (dir == Dir.bottom) return Dir.top; 19 | if (dir == Dir.top) return Dir.bottom; 20 | if (dir == Dir.left) return Dir.right; 21 | return Dir.left; 22 | } 23 | } 24 | } -------------------------------------------------------------------------------- /Assets/Scripts/Utils.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b4244929f4e89dd4b90142b4363c53e8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/room.mtl: -------------------------------------------------------------------------------- 1 | # Blender MTL File: 'None' 2 | # Material Count: 1 3 | 4 | newmtl Material 5 | Ns 96.078431 6 | Ka 1.000000 1.000000 1.000000 7 | Kd 0.640000 0.640000 0.640000 8 | Ks 0.500000 0.500000 0.500000 9 | Ke 0.000000 0.000000 0.000000 10 | Ni 1.000000 11 | d 1.000000 12 | illum 2 13 | -------------------------------------------------------------------------------- /Assets/room.mtl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: af5d59f8297a83d48b9dbc62f829bf72 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/room.obj: -------------------------------------------------------------------------------- 1 | # Blender v2.79 (sub 0) OBJ File: '' 2 | # www.blender.org 3 | mtllib room.mtl 4 | o Room_Cube 5 | v 5.000000 -0.500000 -5.000000 6 | v 5.000000 -0.500000 5.000000 7 | v -5.000000 -0.500000 5.000000 8 | v -5.000000 -0.500000 -5.000000 9 | v 5.000000 0.500000 -5.000000 10 | v 4.999999 0.500000 5.000000 11 | v -5.000000 0.500000 5.000000 12 | v -5.000000 0.500000 -5.000000 13 | vn 0.0000 -1.0000 0.0000 14 | vn 0.0000 1.0000 -0.0000 15 | vn 1.0000 -0.0000 0.0000 16 | vn 0.0000 -0.0000 1.0000 17 | vn -1.0000 -0.0000 0.0000 18 | vn 0.0000 0.0000 -1.0000 19 | usemtl Material 20 | s off 21 | f 1//1 2//1 3//1 4//1 22 | f 5//2 8//2 7//2 6//2 23 | f 1//3 5//3 6//3 2//3 24 | f 2//4 6//4 7//4 3//4 25 | f 3//5 7//5 8//5 4//5 26 | f 5//6 1//6 4//6 8//6 27 | -------------------------------------------------------------------------------- /Assets/room.obj.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0c9d6a4b08dc94f4ba9288c8f60d1b70 3 | ModelImporter: 4 | serializedVersion: 22 5 | fileIDToRecycleName: 6 | 100000: default 7 | 100002: //RootNode 8 | 400000: default 9 | 400002: //RootNode 10 | 2100000: Material 11 | 2300000: default 12 | 3300000: default 13 | 4300000: default 14 | externalObjects: {} 15 | materials: 16 | importMaterials: 1 17 | materialName: 0 18 | materialSearch: 1 19 | materialLocation: 1 20 | animations: 21 | legacyGenerateAnimations: 4 22 | bakeSimulation: 0 23 | resampleCurves: 1 24 | optimizeGameObjects: 0 25 | motionNodeName: 26 | rigImportErrors: 27 | rigImportWarnings: 28 | animationImportErrors: 29 | animationImportWarnings: 30 | animationRetargetingWarnings: 31 | animationDoRetargetingWarnings: 0 32 | importAnimatedCustomProperties: 0 33 | importConstraints: 0 34 | animationCompression: 1 35 | animationRotationError: 0.5 36 | animationPositionError: 0.5 37 | animationScaleError: 0.5 38 | animationWrapMode: 0 39 | extraExposedTransformPaths: [] 40 | extraUserProperties: [] 41 | clipAnimations: [] 42 | isReadable: 1 43 | meshes: 44 | lODScreenPercentages: [] 45 | globalScale: 1 46 | meshCompression: 0 47 | addColliders: 0 48 | importVisibility: 1 49 | importBlendShapes: 1 50 | importCameras: 1 51 | importLights: 1 52 | swapUVChannels: 0 53 | generateSecondaryUV: 0 54 | useFileUnits: 1 55 | optimizeMeshForGPU: 1 56 | keepQuads: 0 57 | weldVertices: 1 58 | preserveHierarchy: 0 59 | indexFormat: 0 60 | secondaryUVAngleDistortion: 8 61 | secondaryUVAreaDistortion: 15.000001 62 | secondaryUVHardAngle: 88 63 | secondaryUVPackMargin: 4 64 | useFileScale: 1 65 | tangentSpace: 66 | normalSmoothAngle: 60 67 | normalImportMode: 0 68 | tangentImportMode: 3 69 | normalCalculationMode: 4 70 | importAnimation: 1 71 | copyAvatar: 0 72 | humanDescription: 73 | serializedVersion: 2 74 | human: [] 75 | skeleton: [] 76 | armTwist: 0.5 77 | foreArmTwist: 0.5 78 | upperLegTwist: 0.5 79 | legTwist: 0.5 80 | armStretch: 0.05 81 | legStretch: 0.05 82 | feetSpacing: 0 83 | rootMotionBoneName: 84 | rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1} 85 | hasTranslationDoF: 0 86 | hasExtraRoot: 0 87 | skeletonHasParents: 1 88 | lastHumanDescriptionAvatarSource: {instanceID: 0} 89 | animationType: 0 90 | humanoidOversampling: 1 91 | additionalBone: 0 92 | userData: 93 | assetBundleName: 94 | assetBundleVariant: 95 | -------------------------------------------------------------------------------- /Assets/roomLong.mtl: -------------------------------------------------------------------------------- 1 | # Blender MTL File: 'None' 2 | # Material Count: 1 3 | 4 | newmtl Material 5 | Ns 96.078431 6 | Ka 1.000000 1.000000 1.000000 7 | Kd 0.640000 0.640000 0.640000 8 | Ks 0.500000 0.500000 0.500000 9 | Ke 0.000000 0.000000 0.000000 10 | Ni 1.000000 11 | d 1.000000 12 | illum 2 13 | -------------------------------------------------------------------------------- /Assets/roomLong.mtl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0e18c335fa50c8046a8ecf967db75b89 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/roomLong.obj: -------------------------------------------------------------------------------- 1 | # Blender v2.79 (sub 0) OBJ File: '' 2 | # www.blender.org 3 | mtllib roomLong.mtl 4 | o Room_Cube 5 | v 10.500000 -0.500000 -5.000000 6 | v 10.500000 -0.500000 5.000000 7 | v -10.500000 -0.500000 5.000000 8 | v -10.500000 -0.500000 -5.000000 9 | v 10.500000 0.500000 -5.000000 10 | v 10.499999 0.500000 5.000000 11 | v -10.500000 0.500000 5.000000 12 | v -10.500000 0.500000 -5.000000 13 | vn 0.0000 -1.0000 0.0000 14 | vn 0.0000 1.0000 0.0000 15 | vn 1.0000 -0.0000 0.0000 16 | vn 0.0000 -0.0000 1.0000 17 | vn -1.0000 -0.0000 0.0000 18 | vn 0.0000 0.0000 -1.0000 19 | usemtl Material 20 | s off 21 | f 1//1 2//1 3//1 4//1 22 | f 5//2 8//2 7//2 6//2 23 | f 1//3 5//3 6//3 2//3 24 | f 2//4 6//4 7//4 3//4 25 | f 3//5 7//5 8//5 4//5 26 | f 5//6 1//6 4//6 8//6 27 | -------------------------------------------------------------------------------- /Assets/roomLong.obj.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96b64665f2ffcce448acaf85e49901d4 3 | ModelImporter: 4 | serializedVersion: 22 5 | fileIDToRecycleName: 6 | 100000: default 7 | 100002: //RootNode 8 | 400000: default 9 | 400002: //RootNode 10 | 2100000: Material 11 | 2300000: default 12 | 3300000: default 13 | 4300000: default 14 | externalObjects: {} 15 | materials: 16 | importMaterials: 1 17 | materialName: 0 18 | materialSearch: 1 19 | materialLocation: 1 20 | animations: 21 | legacyGenerateAnimations: 4 22 | bakeSimulation: 0 23 | resampleCurves: 1 24 | optimizeGameObjects: 0 25 | motionNodeName: 26 | rigImportErrors: 27 | rigImportWarnings: 28 | animationImportErrors: 29 | animationImportWarnings: 30 | animationRetargetingWarnings: 31 | animationDoRetargetingWarnings: 0 32 | importAnimatedCustomProperties: 0 33 | importConstraints: 0 34 | animationCompression: 1 35 | animationRotationError: 0.5 36 | animationPositionError: 0.5 37 | animationScaleError: 0.5 38 | animationWrapMode: 0 39 | extraExposedTransformPaths: [] 40 | extraUserProperties: [] 41 | clipAnimations: [] 42 | isReadable: 1 43 | meshes: 44 | lODScreenPercentages: [] 45 | globalScale: 1 46 | meshCompression: 0 47 | addColliders: 0 48 | importVisibility: 1 49 | importBlendShapes: 1 50 | importCameras: 1 51 | importLights: 1 52 | swapUVChannels: 0 53 | generateSecondaryUV: 0 54 | useFileUnits: 1 55 | optimizeMeshForGPU: 1 56 | keepQuads: 0 57 | weldVertices: 1 58 | preserveHierarchy: 0 59 | indexFormat: 0 60 | secondaryUVAngleDistortion: 8 61 | secondaryUVAreaDistortion: 15.000001 62 | secondaryUVHardAngle: 88 63 | secondaryUVPackMargin: 4 64 | useFileScale: 1 65 | tangentSpace: 66 | normalSmoothAngle: 60 67 | normalImportMode: 0 68 | tangentImportMode: 3 69 | normalCalculationMode: 4 70 | importAnimation: 1 71 | copyAvatar: 0 72 | humanDescription: 73 | serializedVersion: 2 74 | human: [] 75 | skeleton: [] 76 | armTwist: 0.5 77 | foreArmTwist: 0.5 78 | upperLegTwist: 0.5 79 | legTwist: 0.5 80 | armStretch: 0.05 81 | legStretch: 0.05 82 | feetSpacing: 0 83 | rootMotionBoneName: 84 | rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1} 85 | hasTranslationDoF: 0 86 | hasExtraRoot: 0 87 | skeletonHasParents: 1 88 | lastHumanDescriptionAvatarSource: {instanceID: 0} 89 | animationType: 0 90 | humanoidOversampling: 1 91 | additionalBone: 0 92 | userData: 93 | assetBundleName: 94 | assetBundleVariant: 95 | -------------------------------------------------------------------------------- /Documentation.md: -------------------------------------------------------------------------------- 1 | Out of laziness only public will be listed. Sorry! code should be pretty readable if you need to know the private stuff. 2 | 3 | # class MapGenerator 4 | Generates a map using from gameobjects with a `Room` component. 5 | 6 | ## Fields / Properties 7 | - `public int minRooms` | field 8 | The minimum amount of rooms 9 | - `public int maxRooms` | field 10 | The maximum amount of rooms 11 | - `public List spawnedRooms` | property | public get, private set 12 | A List of all the room it spawned 13 | - `public System.Random rng` | property | public get, private set 14 | The Random class that was used. If you're randomizing inside your room, you should use this Random class that way if you need to regenerate the same map the outcome will be the same. 15 | - `public int seed` | property | public get, private set 16 | The last seed used for the Random. You can access this value incase you need to save it if you need to return to this random map. Ex; going back a previous map. 17 | 18 | ## Methods 19 | - `public void Generate()` 20 | Generates a map using a random seed 21 | - `public void Generate(int newSeed)` 22 | Generates a map using the seed passed in 23 | 24 | # class Room 25 | ## Fields / Properties 26 | - `public Bounds bounds` | property | public get, private set 27 | The bounds of the room. Used for collision testing when trying to place a room 28 | - `public RoomSpawn[] spawns` | property | public get, private set 29 | A List of spawns. (I see no reason for this to be used other then for the MapGenerator) 30 | - `public List openSpawns` | property | public get, private set 31 | A List of spawns that haven't spawned. (I see no reason for this to be used other then for the MapGenerator) 32 | - `public Dictionary> sortedSpawns` | property | public get, private set 33 | A Dictionary of the spawns sorted by their Dir. (I see no reason for this to be used other then for the MapGenerator) 34 | - `public List connections` | property | public get, private set 35 | A List of the rooms this room is connected to 36 | - `public int distanceFromHome` | field 37 | The number of rooms this room is away from the start room. 38 | 39 | ## Methods 40 | All these public methods should only be used from `MapGenerator`. I see no reason for them to be used otherwise. 41 | - `public void Init()` 42 | Initializes properties. 43 | - `public void CloseSpawn(RoomSpawn spawn, Room connection)` 44 | Closes a spawn and sets it's connection. 45 | - `public void AddConnection(Room room)` 46 | Adds a room it connected to 47 | - `public bool HasExit(Dir dir)` 48 | Checks if it has a spawn for the passed Dir 49 | 50 | # class RoomSpawn 51 | ## Fields / Properties 52 | - `public bool spawned` | property | public get, private set 53 | return true if this spawn was already spawned 54 | - `public Room connectedTo` | property | public get, private set 55 | returns the `Room` its connected to 56 | 57 | ## Methods 58 | All these public methods should only be used from `Room`. I see no reason for them to be used otherwise. 59 | - `public void Clear()` 60 | Resets the `spawned` and `connectedto` properties 61 | - `public void Connect(Room room) ` 62 | Connects this spawn -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Emilio Islas 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 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | -------------------------------------------------------------------------------- /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: 1024 12 | m_VirtualVoiceCount: 512 13 | 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Created using Unity 2018.1 2 | 3 | # About 4 | Create randomly generated dungeons from premade rooms by using only 3 components. 5 | 6 | ![output](https://user-images.githubusercontent.com/9346563/42738521-cab032ec-8839-11e8-9426-ffda926e4e47.gif) 7 | 8 | # How to install 9 | Copy the `Assets/Scripts` folder to somewhere inside your projects Assets folder. You may rename the folder to whatever you'd like. The prefabs and scenes folder are optional 10 | 11 | # How to use 12 | Create a game object and add a `MapGenerator` component to it. Fill out the fields to your needs. 13 | 14 | Next you need to create the rooms this generator can use. Create a game object that will be used as the room. Add a `Room` component and set the `Bounds` value which is used for the collision testing when trying to place a room. When editing the `Bounds` you should be able to see a Red rectangle based off it's values in the Scene View. Make sure the `Bounds` covers the whole room area. 15 | 16 | Next your room needs X children with a `RoomSpawn` component. Move these children around to where the next room should spawn. The spawning works by aligning/connection the `RoomSpawn` spawns. 17 | 18 | Once you have all your rooms created add them to the `MapGenerator` component. If you want a room to have a higher chance to appear you can add it multiple times. 19 | 20 | To start the generation you just need to call the `Generate()` or `Generate(int seed)` function from the `MapGenerator` component. 21 | 22 | [Script API](https://github.com/quxios/RandomMapGenerator/blob/master/Documentation.md) 23 | 24 | # Additional info 25 | I was too lazy to add in the hallways, to do this they should be separate meshes from the room and a child of the room (1 hallway per spawn point). Then just create a component that checks if it's related spawn point is connected to a room if it isn't hide it. --------------------------------------------------------------------------------