Implemented loading dungeon map json into Unity.

This commit is contained in:
Max 2025-02-11 18:19:18 +01:00
parent 0ff1e92fb9
commit ec466ee6cd
82 changed files with 252177 additions and 1068 deletions

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@ -0,0 +1,80 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using DungeonMapGenerator;
using Unity.VisualScripting;
namespace DungeonGenerator
{
public class DungeonMapLoader : MonoBehaviour
{
[SerializeField] private string pathToDungeonMap;
[SerializeField] private GameObject roomsParent;
[SerializeField] private GameObject monsterRoomPrefab;
[SerializeField] private GameObject bossRoomPrefab;
[SerializeField] private GameObject normalRoomPrefab;
private Dictionary<int, GameObject> roomIdToGameObject = new Dictionary<int, GameObject>();
private void Start()
{
DungeonMap map = DungeonMapSerializer.DeserializeFromFile(pathToDungeonMap);
GameObject bossRoomGO = Instantiate(bossRoomPrefab,
ConvertToUnityPosition(map.GetBossRoom().GetCenterOfRoom(), map.Width, map.Height),
Quaternion.identity,
roomsParent.transform);
roomIdToGameObject[map.GetBossRoom().Id] = bossRoomGO;
foreach (var monsterRoom in map.GetMonsterRooms())
{
GameObject monsterRoomGO = Instantiate(
monsterRoomPrefab,
ConvertToUnityPosition(monsterRoom.GetCenterOfRoom(), map.Width, map.Height),
Quaternion.identity,
roomsParent.transform);
roomIdToGameObject[monsterRoom.Id] = monsterRoomGO;
}
foreach (var normalRoom in map.GetNormalRooms())
{
GameObject normalRoomGO = Instantiate(
normalRoomPrefab,
ConvertToUnityPosition(normalRoom.GetCenterOfRoom(), map.Width, map.Height),
Quaternion.identity,
roomsParent.transform);
roomIdToGameObject[normalRoom.Id] = normalRoomGO;
}
foreach (var entranceRoom in map.GetEntranceRooms())
{
GameObject entranceRoomGO = Instantiate(
normalRoomPrefab,
ConvertToUnityPosition(entranceRoom.GetCenterOfRoom(), map.Width, map.Height),
Quaternion.identity,
roomsParent.transform);
entranceRoomGO.GetComponent<Room>().IsEntrance = true;
roomIdToGameObject[entranceRoom.Id] = entranceRoomGO;
}
foreach (var mapRoom in map.GetAllRooms())
{
HashSet<int> adjacentRoomsIds = mapRoom.GetAdjacentRoomIds();
Room roomComponent = roomIdToGameObject[mapRoom.Id].GetComponent<Room>();
foreach (var id in adjacentRoomsIds)
{
roomComponent.AdjacentRooms.Add(roomIdToGameObject[id]);
}
}
}
private Vector3 ConvertToUnityPosition(Point dungeonPosition, int mapWidth, int mapHeight)
{
float newX = (dungeonPosition.X - (mapWidth / 2f)) / 2;
float newY = -(dungeonPosition.Y - (mapHeight / 2f)) / 2;
return new Vector3(newX, newY, 0f);
}
}
}

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fileFormatVersion: 2
guid: ae0fded700e8a14439ad0c8179b3e7f5

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@ -4,12 +4,13 @@ using TMPro;
using UnityEngine;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine.Serialization;
public abstract class Room : MonoBehaviour
{
[SerializeField] private List<GameObject> adjacentRooms;
[SerializeField] private bool isEntrance;
[FormerlySerializedAs("adjacentRooms")] [SerializeField] public List<GameObject> AdjacentRooms;
[SerializeField] public bool IsEntrance { get; set; }
[SerializeField] protected RoomReward roomReward;
public event EventHandler<Room> RoomExploredByDice;
public static event Action<Room> RoomExploredByTorch;
@ -40,7 +41,7 @@ public abstract class Room : MonoBehaviour
InitializeRoom();
_roomNumberOriginalColor = gameObject.GetComponentInChildren<TextMeshProUGUI>().color;
}
public bool GetRoomExplored()
{
return _isExplored;
@ -49,7 +50,7 @@ public abstract class Room : MonoBehaviour
public abstract void SetRoomExplored();
protected virtual void InitializeRoom() {
if (isEntrance) {
if (IsEntrance) {
SetPropertiesOfEntrance();
}
_locks = gameObject.GetComponents<Lock>();
@ -67,7 +68,7 @@ public abstract class Room : MonoBehaviour
void SetPropertiesOfEntrance() {
gameObject.GetComponent<SpriteRenderer>().color = Color.green;
isEntrance = true;
IsEntrance = true;
}
void OnMouseDown() {
@ -113,7 +114,7 @@ public abstract class Room : MonoBehaviour
return false;
}
if (isEntrance) {
if (IsEntrance) {
// All entrance rooms are valid to be explored.
return true;
}
@ -125,7 +126,7 @@ public abstract class Room : MonoBehaviour
}
bool HasExploredAdjacentRooms() {
foreach (GameObject adjacentRoom in adjacentRooms) {
foreach (GameObject adjacentRoom in AdjacentRooms) {
if (adjacentRoom.GetComponent<Room>()._isExplored)
{
return true;