From 3f92eb82ffd90f1941c39e97b2bbdf4161b34f20 Mon Sep 17 00:00:00 2001 From: Aditya Bawankule Date: Wed, 9 Jan 2019 03:27:19 -0600 Subject: [PATCH] Initial Commit --- Assets/Models.meta | 8 + .../Quaternius - Modular Dungeon Pack.meta | 8 + .../FBX.meta | 8 + .../FBX/Barrel.fbx | 3 + .../FBX/Barrel.fbx.meta | 95 +++ .../FBX/Bars.fbx | 3 + .../FBX/Bars.fbx.meta | 94 +++ .../FBX/Bones.fbx | 3 + .../FBX/Bones.fbx.meta | 94 +++ .../FBX/Bones2.fbx | 3 + .../FBX/Bones2.fbx.meta | 94 +++ .../FBX/Book2.fbx | 3 + .../FBX/Book2.fbx.meta | 96 +++ .../FBX/Book3.fbx | 3 + .../FBX/Book3.fbx.meta | 96 +++ .../FBX/Book_Open.fbx | 3 + .../FBX/Book_Open.fbx.meta | 96 +++ .../FBX/Candelabrum.fbx | 3 + .../FBX/Candelabrum.fbx.meta | 96 +++ .../FBX/Candelabrum_tall.fbx | 3 + .../FBX/Candelabrum_tall.fbx.meta | 96 +++ .../FBX/Candle.fbx | 3 + .../FBX/Candle.fbx.meta | 96 +++ .../FBX/Carpet.fbx | 3 + .../FBX/Carpet.fbx.meta | 95 +++ .../FBX/Chest.fbx | 3 + .../FBX/Chest.fbx.meta | 103 +++ .../FBX/Chest_gold.fbx | 3 + .../FBX/Chest_gold.fbx.meta | 104 +++ .../FBX/Column.fbx | 3 + .../FBX/Column.fbx.meta | 94 +++ .../FBX/Column_Broken.fbx | 3 + .../FBX/Column_Broken.fbx.meta | 94 +++ .../FBX/Column_Broken2.fbx | 3 + .../FBX/Column_Broken2.fbx.meta | 94 +++ .../FBX/Entrance.fbx | 3 + .../FBX/Entrance.fbx.meta | 94 +++ .../FBX/Entrance2.fbx | 3 + .../FBX/Entrance2.fbx.meta | 94 +++ .../FBX/ModularColumn_bottom.fbx | 3 + .../FBX/ModularColumn_bottom.fbx.meta | 95 +++ .../FBX/ModularColumn_middle.fbx | 3 + .../FBX/ModularColumn_middle.fbx.meta | 95 +++ .../FBX/ModularColumn_top.fbx | 3 + .../FBX/ModularColumn_top.fbx.meta | 95 +++ .../FBX/ModularFloor.fbx | 3 + .../FBX/ModularFloor.fbx.meta | 96 +++ .../FBX/ModularStoneWall.fbx | 3 + .../FBX/ModularStoneWall.fbx.meta | 95 +++ .../FBX/ModularStoneWall_top.fbx | 3 + .../FBX/ModularStoneWall_top.fbx.meta | 95 +++ .../FBX/Potion.fbx | 3 + .../FBX/Potion.fbx.meta | 96 +++ .../FBX/Potion2.fbx | 3 + .../FBX/Potion2.fbx.meta | 96 +++ .../FBX/Potion3.fbx | 3 + .../FBX/Potion3.fbx.meta | 95 +++ .../FBX/Potion4.fbx | 3 + .../FBX/Potion4.fbx.meta | 96 +++ .../FBX/Potion5.fbx | 3 + .../FBX/Potion5.fbx.meta | 96 +++ .../FBX/Potion6.fbx | 3 + .../FBX/Potion6.fbx.meta | 95 +++ .../FBX/Rock1.fbx | 3 + .../FBX/Rock1.fbx.meta | 94 +++ .../FBX/Rock2.fbx | 3 + .../FBX/Rock2.fbx.meta | 94 +++ .../FBX/Rock3.fbx | 3 + .../FBX/Rock3.fbx.meta | 94 +++ .../FBX/Rock4.fbx | 3 + .../FBX/Rock4.fbx.meta | 94 +++ .../FBX/Rock5.fbx | 3 + .../FBX/Rock5.fbx.meta | 94 +++ .../FBX/Stairs.fbx | 3 + .../FBX/Stairs.fbx.meta | 95 +++ .../FBX/Torch.fbx | 3 + .../FBX/Torch.fbx.meta | 96 +++ .../FBX/Torch_wall.fbx | 3 + .../FBX/Torch_wall.fbx.meta | 96 +++ .../FBX/WallRocks.fbx | 3 + .../FBX/WallRocks.fbx.meta | 94 +++ .../FBX/Window.fbx | 3 + .../FBX/Window.fbx.meta | 96 +++ Assets/Plugins.meta | 8 + Assets/Prefabs.meta | 8 + Assets/Prefabs/Blank.prefab | 41 ++ Assets/Prefabs/Blank.prefab.meta | 8 + Assets/Prefabs/Floor.prefab | 128 ++++ Assets/Prefabs/Floor.prefab.meta | 8 + Assets/Prefabs/Wall.prefab | 128 ++++ Assets/Prefabs/Wall.prefab.meta | 8 + Assets/Scenes.meta | 8 + Assets/Scenes/SampleScene.unity | 625 +++++++++++++++++ Assets/Scenes/SampleScene.unity.meta | 7 + Assets/Scripts.meta | 8 + Assets/Scripts/DunGen.cs | 284 ++++++++ Assets/Scripts/DunGen.cs.meta | 11 + Assets/Scripts/DunGenPlacer.cs | 141 ++++ Assets/Scripts/DunGenPlacer.cs.meta | 11 + Assets/Scripts/FPSController.meta | 8 + Assets/Scripts/FPSController/Player.cs | 18 + Assets/Scripts/FPSController/Player.cs.meta | 13 + .../Scripts/FPSController/PlayerController.cs | 99 +++ .../FPSController/PlayerController.cs.meta | 13 + Assets/Scripts/FPSController/PlayerMotor.cs | 77 ++ .../Scripts/FPSController/PlayerMotor.cs.meta | 13 + Packages/manifest.json | 39 ++ ProjectSettings/AudioManager.asset | 17 + ProjectSettings/ClusterInputManager.asset | 6 + ProjectSettings/DynamicsManager.asset | 29 + ProjectSettings/EditorBuildSettings.asset | 11 + 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m_RootOrder: 3 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} diff --git a/Assets/Scenes/SampleScene.unity.meta b/Assets/Scenes/SampleScene.unity.meta new file mode 100644 index 0000000..9531828 --- /dev/null +++ b/Assets/Scenes/SampleScene.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 99c9720ab356a0642a771bea13969a05 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta new file mode 100644 index 0000000..0a11767 --- /dev/null +++ b/Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0d7b509850bd3fd479fc395b4fe14b37 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/DunGen.cs b/Assets/Scripts/DunGen.cs new file mode 100644 index 0000000..79fc6fc --- /dev/null +++ b/Assets/Scripts/DunGen.cs @@ -0,0 +1,284 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DunGen : MonoBehaviour { + + + public int mapRows = 5; + public int mapColumns = 10; + public int minCells = 15; + public int numRooms = 1; + + public char[,] map; + public bool[,] traversedMap; + + private string boxCharacters; + private string[] boxCharacterUpNeighbors; + private string[] boxCharacterDownNeighbors; + private string[] boxCharacterLeftNeighbors; + private string[] boxCharacterRightNeighbors; + + private int cellsTraversed = 0; + + // Use this for initialization + void Awake () { + InitializeBoxCharacters (); + + } + + // Update is called once per frame + void Update () { + + } + + public void GenerateMap(int startX = 1, int startY = 1) + { + InitializeMap (); + traversedMap = DFSTraverse(startX, startY); + while (cellsTraversed < minCells) + { + InitializeMap (); + traversedMap = DFSTraverse(startX, startY); + } + DisplayMap (); + } + + + public void DisplayMap() { + string output = ""; + for (int r = 0; r < mapRows; r++) { + for (int c = 0; c < mapColumns; c++) { + output += map [r, c]; + } + output += "\n"; + } + Debug.Log (output); + //DFSTraverse(1, 1); + Debug.Log(cellsTraversed); + } + + private void InitializeMap() { + map = new char[mapRows, mapColumns]; + + // Put 'X's in top and bottom rows. + for (int c = 0; c < mapColumns; c++) { + map [0, c] = 'X'; + map [mapRows - 1, c] = 'X'; + } + + // Put 'X's in the left and right columns. + for (int r = 0; r < mapRows; r++) { + map [r, 0] = 'X'; + map [r, mapColumns - 1] = 'X'; + } + + // Set 'O' for the other map spaces (which means 'free'). + for (int r = 1; r < mapRows - 1; r++) { + for (int c = 1; c < mapColumns - 1; c++) { + map [r, c] = 'O'; + } + } + + Random.InitState(System.DateTime.Now.Millisecond); + + //generate random rooms + + for (int x = 0; x < numRooms; x++) + { + int width = Random.Range(3, mapColumns / 3); + int length = Random.Range(3, mapRows / 3); + int initialX = Random.Range(2, mapColumns - width - 1); + int initialY = Random.Range(2, mapRows - length - 1); + Debug.Log("width, length:"+width+", "+length + " x, y:"+initialX+", "+initialY); + for (int col = initialX; col < initialX + width; col++) + { + for (int row = initialY; row < initialY + length; row++) + { + map[row, col] = '#'; + } + } + + map[initialY, (initialX + width/2)] = '∧'; + map[initialY + length-1, (initialX + width/2)] = '∨'; + map[(initialY + length/2), initialX] = '<'; + map[(initialY + length/2), initialX + width-1] = '>'; + } + + for (int r = 1; r < mapRows - 1; r++) { + for (int c = 1; c < mapColumns - 1; c++) { + if (map[r, c] == 'O') + { + string validCharacters = GetValidBoxCharacters (r, c); + map [r, c] = validCharacters [Random.Range (0, validCharacters.Length)]; + } + + } + } + } + + + private string GetValidBoxCharacters(int row, int column) { + string validCharacters = ""; + + for (int i = 0; i < boxCharacters.Length; i++) { + char ch = boxCharacters [i]; + + if ( + boxCharacterLeftNeighbors [i].Contains (map [row, column - 1].ToString ()) && + boxCharacterRightNeighbors [i].Contains (map [row, column + 1].ToString ()) && + boxCharacterUpNeighbors [i].Contains (map [row - 1, column].ToString ()) && + boxCharacterDownNeighbors [i].Contains (map [row + 1, column].ToString ())) + { + validCharacters += ch.ToString (); + } + } + + if (validCharacters.Length == 0) { + validCharacters = "O"; + } + + return validCharacters; + } + + public bool[,] DFSTraverse(int initialX, int initialY) + { + bool[,] visitedCells = new bool[mapRows,mapColumns]; + DFSTraverseHelper(visitedCells, initialX, initialY); + return visitedCells; + } + + private void DFSTraverseHelper(bool[,] visitedCells, int row, int col) + { + if (visitedCells[row, col]) + { + return; + } + + //if (map[row, col] != 'O') + //{ + visitedCells[row, col] = true; + //} + + cellsTraversed++; + + switch (map [row, col]) + { + case '─': + DFSTraverseHelper(visitedCells, row, col-1); + DFSTraverseHelper(visitedCells, row, col+1); + break; + case '│': + DFSTraverseHelper(visitedCells, row-1, col); + DFSTraverseHelper(visitedCells, row+1, col); + break; + case '┌': + DFSTraverseHelper(visitedCells, row, col+1); + DFSTraverseHelper(visitedCells, row+1, col); + break; + case '┐': + DFSTraverseHelper(visitedCells, row, col-1); + DFSTraverseHelper(visitedCells, row+1, col); + break; + case '└': + DFSTraverseHelper(visitedCells, row, col+1); + DFSTraverseHelper(visitedCells, row-1, col); + break; + case '┘': + DFSTraverseHelper(visitedCells, row, col-1); + DFSTraverseHelper(visitedCells, row-1, col); + break; + case '├': + DFSTraverseHelper(visitedCells, row, col+1); + DFSTraverseHelper(visitedCells, row-1, col); + DFSTraverseHelper(visitedCells, row+1, col); + break; + case '┤': + DFSTraverseHelper(visitedCells, row, col-1); + DFSTraverseHelper(visitedCells, row-1, col); + DFSTraverseHelper(visitedCells, row+1, col); + break; + case '┬': + DFSTraverseHelper(visitedCells, row, col+1); + DFSTraverseHelper(visitedCells, row, col-1); + DFSTraverseHelper(visitedCells, row+1, col); + break; + case '┴': + DFSTraverseHelper(visitedCells, row, col+1); + DFSTraverseHelper(visitedCells, row, col-1); + DFSTraverseHelper(visitedCells, row-1, col); + break; + case '┼': + case '<': + case '>': + case '∨': + case '∧': + case '#': + DFSTraverseHelper(visitedCells, row, col+1); + DFSTraverseHelper(visitedCells, row, col-1); + DFSTraverseHelper(visitedCells, row-1, col); + DFSTraverseHelper(visitedCells, row+1, col); + break; + + + + } + } + + + private void InitializeBoxCharacters() { + boxCharacters = "─│┌┐└┘├┤┬┴┼"; + boxCharacterUpNeighbors = new string[boxCharacters.Length]; + boxCharacterDownNeighbors = new string[boxCharacters.Length]; + boxCharacterLeftNeighbors = new string[boxCharacters.Length]; + boxCharacterRightNeighbors = new string[boxCharacters.Length]; + + boxCharacterLeftNeighbors [0] = "O─┌└├┬┴┼";// ─ + boxCharacterLeftNeighbors [1] = "O│┐┘┤X#";// │ + boxCharacterLeftNeighbors [2] = "O│┐┘┤X#";// ┌ + boxCharacterLeftNeighbors [3] = "O─┌└├┬┴┼";//┐ + boxCharacterLeftNeighbors [4] = "O│┐┘┤X#";//└ + boxCharacterLeftNeighbors [5] = "O─┌└├┬┴┼";//┘ + boxCharacterLeftNeighbors [6] = "O│┐┘┤X#";//├ + boxCharacterLeftNeighbors [7] = "O─┌└├┬┴┼>";//┤ + boxCharacterLeftNeighbors [8] = "O─┌└├┬┴┼>";//┬ + boxCharacterLeftNeighbors [9] = "O─┌└├┬┴┼>";//┴ + boxCharacterLeftNeighbors [10] = "O─┌└├┬┴┼>";//┼ + + boxCharacterRightNeighbors [0] = "O─┐┘┤┬┴┼"; + boxCharacterRightNeighbors [1] = "O│┌└├X#"; + boxCharacterRightNeighbors [2] = "O─┐┘┤┬┴┼"; + boxCharacterRightNeighbors [3] = "O│┌└├X#"; + boxCharacterRightNeighbors [4] = "O─┐┘┤┬┴┼"; + boxCharacterRightNeighbors [5] = "O│┌└├X#"; + boxCharacterRightNeighbors [6] = "O─┐┘┤┬┴┼<"; + boxCharacterRightNeighbors [7] = "O│┌└├X#"; + boxCharacterRightNeighbors [8] = "O─┐┘┤┬┴┼<"; + boxCharacterRightNeighbors [9] = "O─┐┘┤┬┴┼<"; + boxCharacterRightNeighbors [10] = "O─┐┘┤┬┴┼<"; + + boxCharacterUpNeighbors [0] = "O─└┘┴X#"; + boxCharacterUpNeighbors [1] = "O│┌┐├┤┬┼"; + boxCharacterUpNeighbors [2] = "O─└┘┴X#"; + boxCharacterUpNeighbors [3] = "O─└┘┴X#"; + boxCharacterUpNeighbors [4] = "O│┌┐├┤┬┼"; + boxCharacterUpNeighbors [5] = "O│┌┐├┤┬┼"; + boxCharacterUpNeighbors [6] = "O│┌┐├┤┬┼∨"; + boxCharacterUpNeighbors [7] = "O│┌┐├┤┬┼∨"; + boxCharacterUpNeighbors [8] = "O─└┘┴X#"; + boxCharacterUpNeighbors [9] = "O│┌┐├┤┬┼∨"; + boxCharacterUpNeighbors [10] = "O│┌┐├┤┬┼∨"; + + boxCharacterDownNeighbors [0] = "O─┌┐┬X#"; + boxCharacterDownNeighbors [1] = "O│└┘├┤┴┼"; + boxCharacterDownNeighbors [2] = "O│└┘├┤┴┼"; + boxCharacterDownNeighbors [3] = "O│└┘├┤┴┼"; + boxCharacterDownNeighbors [4] = "O─┌┐┬X#"; + boxCharacterDownNeighbors [5] = "O─┌┐┬X#"; + boxCharacterDownNeighbors [6] = "O│└┘├┤┴┼∧"; + boxCharacterDownNeighbors [7] = "O│└┘├┤┴┼∧"; + boxCharacterDownNeighbors [8] = "O│└┘├┤┴┼∧"; + boxCharacterDownNeighbors [9] = "O─┌┐┬X#"; + boxCharacterDownNeighbors [10] = "O│└┘├┤┴┼∧"; + } +} diff --git a/Assets/Scripts/DunGen.cs.meta b/Assets/Scripts/DunGen.cs.meta new file mode 100644 index 0000000..8946d25 --- /dev/null +++ b/Assets/Scripts/DunGen.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a27c0cc78f0738244a54239d1b598c1f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/DunGenPlacer.cs b/Assets/Scripts/DunGenPlacer.cs new file mode 100644 index 0000000..5c5cf4c --- /dev/null +++ b/Assets/Scripts/DunGenPlacer.cs @@ -0,0 +1,141 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DunGenPlacer : MonoBehaviour +{ + + [SerializeField] private DunGen dunGen; + public GameObject[] walls; + public GameObject[] floors; + public GameObject[] ceilings; + public GameObject[] doors; + + public GameObject[] wallObjects; + public GameObject[] floorObjects; + public GameObject[] ceilingObjects; + + public float wallChance = 0.1f; + public int floorObjectsNumber = 100; + public float ceilingChance = 0.1f; + + public Transform wallParent; + public Transform floorParent; + public Transform ceilingParent; + public Transform doorParent; + + // Use this for initialization + void Start () {//should be buildMap function called from gameLogic + dunGen.GenerateMap(); + PlaceTiles(dunGen.map, dunGen.mapRows, dunGen.mapColumns, dunGen.traversedMap); + PlaceWallObjects(); + PlaceCeilingObjects(); + //small possibility for trap in room + } + + private void PlaceTiles(char[,] map, int mapRows, int mapColumns, bool[,] placementMap) + { + for (int r = 0; r < mapRows; r++) + { + for (int c = 0; c < mapColumns; c++) + { + if (placementMap[r, c]) + { + //place floor/ceiling + Instantiate(floors[Random.Range(0, floors.Length)], new Vector3(5 * r, 0f, 5 * c), Quaternion.identity, floorParent); + Instantiate(ceilings[Random.Range(0, ceilings.Length)], new Vector3(5 * r, 5, 5 * c + 5), Quaternion.AngleAxis(180, Vector3.right), ceilingParent); + + switch (map [r, c]) + { + case '─': + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r - 5, 0f, 5 * c), Quaternion.Euler(0, 90, 0),wallParent);//above + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r, 0f, 5 * c + 5), Quaternion.Euler(0, 270, 0),wallParent);//below + break; + case '│': + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r, 0f, 5 * c), Quaternion.Euler(0, 0, 0),wallParent);//left + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r - 5, 0f, 5 * c + 5), Quaternion.Euler(0, 180, 0),wallParent);//right + break; + case '┌': + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r - 5, 0f, 5 * c), Quaternion.Euler(0, 90, 0),wallParent); + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r, 0f, 5 * c), Quaternion.Euler(0, 0, 0),wallParent); + break; + case '┐': + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r - 5, 0f, 5 * c), Quaternion.Euler(0, 90, 0),wallParent); + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r - 5, 0f, 5 * c + 5), Quaternion.Euler(0, 180, 0),wallParent); + break; + case '└': + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r, 0f, 5 * c + 5), Quaternion.Euler(0, 270, 0),wallParent); + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r, 0f, 5 * c), Quaternion.Euler(0, 0, 0),wallParent);//left + break; + case '┘': + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r, 0f, 5 * c + 5), Quaternion.Euler(0, 270, 0),wallParent); + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r - 5, 0f, 5 * c + 5), Quaternion.Euler(0, 180, 0),wallParent); + break; + case '├': + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r, 0f, 5 * c), Quaternion.Euler(0, 0, 0),wallParent);//left + break; + case '┤': + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r - 5, 0f, 5 * c + 5), Quaternion.Euler(0, 180, 0),wallParent);//right + break; + case '┬': + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r - 5, 0f, 5 * c), Quaternion.Euler(0, 90, 0),wallParent);//above + break; + case '┴': + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r, 0f, 5 * c + 5), Quaternion.Euler(0, 270, 0),wallParent);//below + break; + case '┼': + break; + //todo implement doors for <>^ + case '<': + Instantiate(doors[Random.Range(0, doors.Length)], new Vector3(5 * r - 5, 0f, 5 * c), Quaternion.Euler(0, 180, 0),doorParent);//right + break; + case '>': + Instantiate(doors[Random.Range(0, doors.Length)], new Vector3(5 * r, 0f, 5 * c + 5), Quaternion.Euler(0, 0, 0),doorParent);//right + break; + case '∧': + Instantiate(doors[Random.Range(0, doors.Length)], new Vector3(5 * r - 5, 0f, 5 * c + 5), Quaternion.Euler(0, 270, 0),doorParent); + break; + case '∨': + Instantiate(doors[Random.Range(0, doors.Length)], new Vector3(5 * r, 0f, 5 * c), Quaternion.Euler(0, 90, 0),doorParent); + break; + case 'O': + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r - 5, 0f, 5 * c), Quaternion.Euler(0, 90, 0),wallParent);//above + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r, 0f, 5 * c + 5), Quaternion.Euler(0, 270, 0),wallParent);//below + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r, 0f, 5 * c), Quaternion.Euler(0, 0, 0),wallParent);//left + Instantiate(walls[Random.Range(0, walls.Length)], new Vector3(5 * r - 5, 0f, 5 * c + 5), Quaternion.Euler(0, 180, 0),wallParent);//right + break; + + } + } + + } + } + } + + private void PlaceWallObjects() + { + foreach (Transform wall in wallParent) + { + if (Random.Range(0f, 1f) <= wallChance) + { + Instantiate(wallObjects[Random.Range(0, wallObjects.Length)], wall); + } + } + } + + private void PlaceCeilingObjects() + { + foreach (Transform tile in ceilingParent) + { + if (Random.Range(0f, 1f) <= ceilingChance) + { + Instantiate(ceilingObjects[Random.Range(0, ceilingObjects.Length)], tile); + } + } + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/Assets/Scripts/DunGenPlacer.cs.meta b/Assets/Scripts/DunGenPlacer.cs.meta new file mode 100644 index 0000000..59f0eef --- /dev/null +++ b/Assets/Scripts/DunGenPlacer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 05048e3aa0ffeba4bae3eeb27dc93cec +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FPSController.meta b/Assets/Scripts/FPSController.meta new file mode 100644 index 0000000..be9092a --- /dev/null +++ b/Assets/Scripts/FPSController.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 87bdf7500aa2dcc48a04c6320a342190 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FPSController/Player.cs b/Assets/Scripts/FPSController/Player.cs new file mode 100644 index 0000000..1262c0f --- /dev/null +++ b/Assets/Scripts/FPSController/Player.cs @@ -0,0 +1,18 @@ + using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Player : MonoBehaviour { + public PlayerController playerController; + public Camera camera; + // Use this for initialization + void Start () { + playerController = GetComponent(); + camera = GetComponentInChildren(); + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/Assets/Scripts/FPSController/Player.cs.meta b/Assets/Scripts/FPSController/Player.cs.meta new file mode 100644 index 0000000..5c6c37b --- /dev/null +++ b/Assets/Scripts/FPSController/Player.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: d63a086dae703b4448c6d08fe4458f35 +timeCreated: 1520297585 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FPSController/PlayerController.cs b/Assets/Scripts/FPSController/PlayerController.cs new file mode 100644 index 0000000..c2293ae --- /dev/null +++ b/Assets/Scripts/FPSController/PlayerController.cs @@ -0,0 +1,99 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +[RequireComponent(typeof(PlayerMotor))] +public class PlayerController : MonoBehaviour +{ + + [SerializeField] private float speed = 5f; + [SerializeField] private float runSpeed = 10f; + [SerializeField] private float lookSensitivity = 3f; + [SerializeField] private float jump_force = 500f; + [SerializeField] private float tetherStrength = 10f; + [SerializeField] private float jetpackStrength = 10f; + + + private Player player; + private PlayerMotor motor; + private CapsuleCollider playerCollider; + private Rigidbody playerRigidbody; + private Vector3 movementInput; + // Use this for initialization + void Start() + { + motor = GetComponent(); + playerCollider = GetComponent(); + playerRigidbody = GetComponent(); + player = GetComponent(); + Cursor.lockState = CursorLockMode.Locked; + } + + // Update is called once per frame + void Update() + { + + Cursor.lockState = CursorLockMode.Locked; + + //Calculate movement vel as 3d vector + float _xMovement = Input.GetAxisRaw("Horizontal"); + float _zMovement = Input.GetAxisRaw("Vertical"); + //float _yMovement = Input.GetAxisRaw("Jetpack"); + //Calculate movement + + //movementInput = new Vector3(_xMovement, _yMovement, _zMovement); + movementInput = new Vector3(_xMovement, 0f, _zMovement); + + Vector3 _movHorizontal = transform.right * _xMovement; + Vector3 _movVertical = transform.forward * _zMovement; + + Vector3 _velocity; + + //Check for sprinting, can only sprint if on the ground + + if (Input.GetKey(KeyCode.LeftShift)) + { + + _velocity = (_movHorizontal + _movVertical).normalized * runSpeed; + } + else + { + _velocity = (_movHorizontal + _movVertical).normalized * speed; + } + + //motor.Move(_velocity); + + //Move the character for horizontal mouse movement + float _yRot = Input.GetAxisRaw("Mouse X"); + Vector3 _rotation = new Vector3(0f, _yRot, 0f) * lookSensitivity; + motor.Rotate(_rotation); + + + //Move the camera up and down for vertical mouse movement + float _xRot = Input.GetAxisRaw("Mouse Y"); + float _cameraRotation = _xRot * lookSensitivity; + motor.RotateCamera(_cameraRotation); + + + + + + + } + + public void SetHitAttraction(Vector3 hit){ + + playerRigidbody.AddForce(Vector3.Normalize(hit - playerRigidbody.position) * tetherStrength*Time.deltaTime); + + } + + void FixedUpdate(){ + playerRigidbody.AddForce(Vector3.Normalize(player.camera.transform.TransformVector(movementInput)) * jetpackStrength); + } + + //Check if we are on the ground + private bool IsGrounded() + { + float distanceToGround = playerCollider.bounds.extents.y; + return Physics.Raycast(transform.position, -Vector3.up, distanceToGround + 0.25f); + } +} diff --git a/Assets/Scripts/FPSController/PlayerController.cs.meta b/Assets/Scripts/FPSController/PlayerController.cs.meta new file mode 100644 index 0000000..292ca65 --- /dev/null +++ b/Assets/Scripts/FPSController/PlayerController.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: ba4fcb1301cb20d4a814fff2c606e208 +timeCreated: 1520297596 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FPSController/PlayerMotor.cs b/Assets/Scripts/FPSController/PlayerMotor.cs new file mode 100644 index 0000000..8bd21bb --- /dev/null +++ b/Assets/Scripts/FPSController/PlayerMotor.cs @@ -0,0 +1,77 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[RequireComponent(typeof(Rigidbody))] + +public class PlayerMotor : MonoBehaviour +{ + + [SerializeField] private Camera cam; + + private Vector3 velocity = Vector3.zero; + private Vector3 rotation = Vector3.zero; + private float cameraRotationX = 0f; + private float currentCameraRotationX = 0f; + private float jump = 0f; + private float cameraRotationLimit = 85f; + + private Rigidbody rb; + + private void Start() + { + rb = GetComponent(); + + } + public void Move(Vector3 _velocity) + { + velocity = _velocity; + + } + + public void Rotate(Vector3 _rotation) + { + rotation = _rotation; + + } + + + private void FixedUpdate() + { + PerformMovement(); + PerformRotation(); + } + + private void PerformRotation() + { + rb.MoveRotation(rb.rotation * Quaternion.Euler(rotation)); + if (cam != null) + { + + currentCameraRotationX -= cameraRotationX; + currentCameraRotationX = Mathf.Clamp(currentCameraRotationX, -cameraRotationLimit, cameraRotationLimit); + + cam.transform.localEulerAngles = new Vector3(currentCameraRotationX, 0f, 0f); + } + } + + void 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