Fixed rooms not loading as prefabs

This commit is contained in:
Max 2025-02-14 08:52:08 +01:00
parent 438d3a9a79
commit 0ade17a3c8
3 changed files with 10737 additions and 85695 deletions

View file

@ -3091,8 +3091,8 @@ Camera:
m_GameObject: {fileID: 2029992415} m_GameObject: {fileID: 2029992415}
m_Enabled: 1 m_Enabled: 1
serializedVersion: 2 serializedVersion: 2
m_ClearFlags: 1 m_ClearFlags: 2
m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0} m_BackGroundColor: {r: 0.031372372, g: 0.040399473, b: 0.047169805, a: 1}
m_projectionMatrixMode: 1 m_projectionMatrixMode: 1
m_GateFitMode: 2 m_GateFitMode: 2
m_FOVAxisMode: 0 m_FOVAxisMode: 0
@ -3117,7 +3117,7 @@ Camera:
far clip plane: 1000 far clip plane: 1000
field of view: 60 field of view: 60
orthographic: 1 orthographic: 1
orthographic size: 5 orthographic size: 7.35
m_Depth: -1 m_Depth: -1
m_CullingMask: m_CullingMask:
serializedVersion: 2 serializedVersion: 2

File diff suppressed because it is too large Load diff

View file

@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using DungeonMapGenerator; using DungeonMapGenerator;
using Unity.VisualScripting; using Unity.VisualScripting;
using UnityEditor;
using Object = UnityEngine.Object; using Object = UnityEngine.Object;
@ -25,39 +26,28 @@ namespace DungeonGenerator
GameObject monsterRoomPrefab = Resources.Load<GameObject>(MONSTER_ROOM); GameObject monsterRoomPrefab = Resources.Load<GameObject>(MONSTER_ROOM);
GameObject normalRoomPrefab = Resources.Load<GameObject>(NORMAL_ROOM); GameObject normalRoomPrefab = Resources.Load<GameObject>(NORMAL_ROOM);
GameObject bossRoomGO = Object.Instantiate(bossRoomPrefab, GameObject bossRoomGO = PrefabUtility.InstantiatePrefab(bossRoomPrefab, gameObject.transform) as GameObject;
ConvertToUnityPosition(map.GetBossRoom().GetCenterOfRoom(), map.Width, map.Height), bossRoomGO.transform.position = ConvertToUnityPosition(map.GetBossRoom().GetCenterOfRoom(), map.Width, map.Height);
Quaternion.identity,
gameObject.transform);
_roomIdToGameObject[map.GetBossRoom().Id] = bossRoomGO; _roomIdToGameObject[map.GetBossRoom().Id] = bossRoomGO;
foreach (var monsterRoom in map.GetMonsterRooms()) foreach (var monsterRoom in map.GetMonsterRooms())
{ {
GameObject monsterRoomGO = Object.Instantiate( GameObject monsterRoomGO = PrefabUtility.InstantiatePrefab(monsterRoomPrefab, gameObject.transform) as GameObject;
monsterRoomPrefab, monsterRoomGO.transform.position = ConvertToUnityPosition(monsterRoom.GetCenterOfRoom(), map.Width, map.Height);
ConvertToUnityPosition(monsterRoom.GetCenterOfRoom(), map.Width, map.Height),
Quaternion.identity,
gameObject.transform);
_roomIdToGameObject[monsterRoom.Id] = monsterRoomGO; _roomIdToGameObject[monsterRoom.Id] = monsterRoomGO;
} }
foreach (var normalRoom in map.GetNormalRooms()) foreach (var normalRoom in map.GetNormalRooms())
{ {
GameObject normalRoomGO = Object.Instantiate( GameObject normalRoomGO = PrefabUtility.InstantiatePrefab(normalRoomPrefab, gameObject.transform) as GameObject;
normalRoomPrefab, normalRoomGO.transform.position = ConvertToUnityPosition(normalRoom.GetCenterOfRoom(), map.Width, map.Height);
ConvertToUnityPosition(normalRoom.GetCenterOfRoom(), map.Width, map.Height),
Quaternion.identity,
gameObject.transform);
_roomIdToGameObject[normalRoom.Id] = normalRoomGO; _roomIdToGameObject[normalRoom.Id] = normalRoomGO;
} }
foreach (var entranceRoom in map.GetEntranceRooms()) foreach (var entranceRoom in map.GetEntranceRooms())
{ {
GameObject entranceRoomGO = Object.Instantiate( GameObject entranceRoomGO = PrefabUtility.InstantiatePrefab(normalRoomPrefab, gameObject.transform) as GameObject;
normalRoomPrefab, entranceRoomGO.transform.position = ConvertToUnityPosition(entranceRoom.GetCenterOfRoom(), map.Width, map.Height);
ConvertToUnityPosition(entranceRoom.GetCenterOfRoom(), map.Width, map.Height),
Quaternion.identity,
gameObject.transform);
entranceRoomGO.GetComponent<Room>().IsEntrance = true; entranceRoomGO.GetComponent<Room>().IsEntrance = true;
_roomIdToGameObject[entranceRoom.Id] = entranceRoomGO; _roomIdToGameObject[entranceRoom.Id] = entranceRoomGO;
} }