├── LDG_v1.unitypackage
├── LICENSE
├── README.md
└── source
└── LDG
├── DungeonGenerator.cs
├── Prefab
├── Generator.prefab
└── Room.prefab
├── Room.cs
├── SampleScene
└── Sample.unity
└── _LDG Guide.pdf
/LDG_v1.unitypackage:
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https://raw.githubusercontent.com/vhnunes/Linear-Dungeon-Generator-for-Unity/47212c1039f4babbcac803bbe25b43dcbb90d286/LDG_v1.unitypackage
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/LICENSE:
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589 | 15. Disclaimer of Warranty.
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591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
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621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
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630 | to attach them to the start of each source file to most effectively
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649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
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657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
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660 | The hypothetical commands `show w' and `show c' should show the appropriate
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667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Linear-Dungeon-Generator-Unity
2 |
3 | 
4 |
5 | Procedural generate a simple dungeon with a linear patch using blocks. The path will always link the first block to the last block along all blocks in the way.
6 |
7 | Its scalable, you can edit the size of the dungeon and the prefab of the generated room.
8 |
9 | Still under development. Feel free to use in any kind of commercial or non-commercial project.
10 |
11 | Made by me Victor Nunes, vhndev.
12 |
--------------------------------------------------------------------------------
/source/LDG/DungeonGenerator.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using UnityEngine;
5 |
6 | public class DungeonGenerator : MonoBehaviour
7 | {
8 | [SerializeField] GameObject roomPrefab; //prefab of room
9 |
10 | [SerializeField] int dungeonSize; //number of rooms in the dungeon
11 | [SerializeField] int roomSize; //the size of the room 1 = 1cube
12 |
13 | [SerializeField] KeyCode generateKey;
14 | [SerializeField] KeyCode constanteGenerateKey;
15 |
16 |
17 | private List positions = new List(); //positions of rooms
18 | private List roomsInstance = new List(); //rooms instances
19 | private List worms = new List(); //worms
20 |
21 | void Update()
22 | {
23 | //generate via key codes
24 | if (Input.GetKeyDown(generateKey) || Input.GetKey(constanteGenerateKey))
25 | {
26 | GenerateDungeon();
27 | }
28 | }
29 |
30 | public void GenerateDungeon()
31 | {
32 | // Make all dungeon generation process, you can call it //
33 | ClearPositions(); //clear rooms
34 | GeneratePositions(); //generate rooms position
35 | GenerateRooms(); //generate rooms objs
36 | }
37 |
38 | private void GeneratePositions()
39 | {
40 | for (int i = 0; i < dungeonSize; i++)
41 | {
42 | if (i < 1)
43 | {
44 | positions.Add(Vector3.zero); //make zero point
45 | }
46 | else
47 | {
48 | Vector3 lastPosition = positions[i-1]; //take last position created
49 |
50 | List newPosition = new List();
51 |
52 | //add all possible positions based on last positions
53 | newPosition.Add(new Vector3(lastPosition.x + roomSize, 0, lastPosition.z));
54 | newPosition.Add(new Vector3(lastPosition.x - roomSize, 0, lastPosition.z));
55 | newPosition.Add(new Vector3(lastPosition.x, 0, lastPosition.z + roomSize));
56 | newPosition.Add(new Vector3(lastPosition.x, 0, lastPosition.z - roomSize));
57 |
58 | List repeatPosition = new List(); //new positions who already exist
59 |
60 | //check and add repeated positions to repeatList
61 | for (int x = 0; x < newPosition.Count; x++)
62 | {
63 | if (positions.Contains(newPosition[x]))
64 | {
65 | repeatPosition.Add(newPosition[x]);
66 | }
67 | }
68 |
69 | //if there is a repeater positions in repeat list, remove from newPositions
70 | for (int z = 0; z < repeatPosition.Count; z++)
71 | {
72 | newPosition.Remove(repeatPosition[z]);
73 | }
74 |
75 | if (newPosition.Count < 1) //if worm effect occurs, reverse checking
76 | {
77 | //return;
78 |
79 | //reverse checking
80 |
81 | newPosition.Clear();
82 | repeatPosition.Clear();
83 |
84 | for (int y = 2; y < dungeonSize; y++)
85 | {
86 | lastPosition = positions[i - y];
87 |
88 | //add all possible positions based on last positions
89 | newPosition.Add(new Vector3(lastPosition.x + roomSize, 0, lastPosition.z));
90 | newPosition.Add(new Vector3(lastPosition.x - roomSize, 0, lastPosition.z));
91 | newPosition.Add(new Vector3(lastPosition.x, 0, lastPosition.z + roomSize));
92 | newPosition.Add(new Vector3(lastPosition.x, 0, lastPosition.z - roomSize));
93 |
94 | //check and add repeated positions to repeatList
95 | for (int x = 0; x < newPosition.Count; x++)
96 | {
97 | if (positions.Contains(newPosition[x]))
98 | {
99 | repeatPosition.Add(newPosition[x]);
100 | }
101 | }
102 |
103 | //if there is a repeater positions in repeat list, remove from newPositions
104 | for (int z = 0; z < repeatPosition.Count; z++)
105 | {
106 | newPosition.Remove(repeatPosition[z]);
107 | }
108 |
109 | if (newPosition.Count > 0)
110 | {
111 | Vector3 finalPosition = newPosition[Random.Range(0, newPosition.Count)]; //choose one position from the possibilities
112 | positions.Add(finalPosition);
113 |
114 | Debug.Log("worm"); //worm effect
115 | worms.Add(finalPosition);
116 | break;
117 | }
118 |
119 | else
120 | {
121 | newPosition.Clear();
122 | }
123 | }
124 |
125 | }
126 |
127 | else
128 | {
129 | Vector3 finalPosition = newPosition[Random.Range(0, newPosition.Count)]; //choose one position from the possibilities
130 | positions.Add(finalPosition);
131 | }
132 |
133 | }
134 |
135 | }
136 |
137 | }
138 |
139 | private void GenerateRooms()
140 | {
141 | for (int i = 0; i < positions.Count; i++)
142 | {
143 | GameObject newRoom = Instantiate(roomPrefab, positions[i], Quaternion.identity);
144 | roomsInstance.Add(newRoom);
145 |
146 | if (i>0)
147 | {
148 | Room newRoomScript, lastRoomScript;
149 |
150 | if (worms.Contains(positions[i])) //if this room has been effect by worm effect
151 | {
152 | List aroundPositions_Index = new List();
153 |
154 | if (positions.Contains(positions[i] + Vector3.right * roomSize)) { aroundPositions_Index.Add(positions.IndexOf(positions[i] + Vector3.right * roomSize));}
155 | if (positions.Contains(positions[i] + Vector3.left * roomSize)) { aroundPositions_Index.Add(positions.IndexOf(positions[i] + Vector3.left * roomSize));}
156 | if (positions.Contains(positions[i] + Vector3.forward * roomSize)) { aroundPositions_Index.Add(positions.IndexOf(positions[i] + Vector3.forward * roomSize));}
157 | if (positions.Contains(positions[i] + Vector3.back * roomSize)) { aroundPositions_Index.Add(positions.IndexOf(positions[i] + Vector3.back * roomSize));}
158 |
159 | int lastPositionIndex = aroundPositions_Index.Max();
160 | while (lastPositionIndex > i) //block from lastposition index be bigger than instances objs index
161 | {
162 | aroundPositions_Index.Remove(lastPositionIndex);
163 | lastPositionIndex = aroundPositions_Index.Max();
164 | }
165 |
166 | newRoomScript = roomsInstance[i].GetComponent();
167 | lastRoomScript = roomsInstance[lastPositionIndex].GetComponent();
168 | Vector3 direction = positions[i] - positions[lastPositionIndex];
169 |
170 | OpenDoors(newRoomScript, lastRoomScript, direction);
171 | }
172 |
173 | else
174 | {
175 | newRoomScript = roomsInstance[i].GetComponent();
176 | lastRoomScript = roomsInstance[i - 1].GetComponent();
177 |
178 | Vector3 direction = positions[i] - positions[i - 1];
179 |
180 | OpenDoors(newRoomScript, lastRoomScript, direction);
181 | }
182 |
183 | }
184 | }
185 | }
186 |
187 | private void OpenDoors(Room newRoom, Room lastRoom, Vector3 dir) //open door of room, based on lastroom direction
188 | {
189 | if (dir == Vector3.right * roomSize)
190 | {
191 | newRoom.doors[2].SetActive(false);
192 | lastRoom.doors[1].SetActive(false);
193 | }
194 |
195 | else if (dir == Vector3.left * roomSize)
196 | {
197 | newRoom.doors[1].SetActive(false);
198 | lastRoom.doors[2].SetActive(false);
199 | }
200 |
201 | else if (dir == Vector3.forward * roomSize)
202 | {
203 | newRoom.doors[4].SetActive(false);
204 | lastRoom.doors[3].SetActive(false);
205 | }
206 |
207 | else if (dir == Vector3.back * roomSize)
208 | {
209 | newRoom.doors[3].SetActive(false);
210 | lastRoom.doors[4].SetActive(false);
211 | }
212 | }
213 |
214 | private void ClearPositions()
215 | {
216 | positions.Clear();
217 | worms.Clear();
218 |
219 | for (int i = 0; i < roomsInstance.Count; i++)
220 | {
221 | Destroy(roomsInstance[i]);
222 | }
223 |
224 | roomsInstance.Clear();
225 | }
226 | }
227 |
--------------------------------------------------------------------------------
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/source/LDG/Room.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Room : MonoBehaviour
6 | {
7 | public GameObject[] doors;
8 |
9 | // Start is called before the first frame update
10 | void Awake()
11 | {
12 |
13 | }
14 |
15 | // Update is called once per frame
16 | void Update()
17 | {
18 |
19 | }
20 | }
21 |
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