├── 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: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/vhnunes/Linear-Dungeon-Generator-for-Unity/47212c1039f4babbcac803bbe25b43dcbb90d286/LDG_v1.unitypackage -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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If not, see . 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: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 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 | ![GitHub Logo](https://i.imgur.com/NndZyjN.png) 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 | -------------------------------------------------------------------------------- /source/LDG/Prefab/Generator.prefab: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1 &1736449773455947903 4 | GameObject: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | serializedVersion: 6 10 | m_Component: 11 | - component: {fileID: 1736449773455947897} 12 | - component: {fileID: 1736449773455947902} 13 | m_Layer: 0 14 | m_Name: Generator 15 | m_TagString: Untagged 16 | m_Icon: {fileID: 0} 17 | m_NavMeshLayer: 0 18 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