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

View file

@ -42,10 +42,53 @@ namespace DungeonMapGenerator
AddNormalRoomsAroundMonsterRooms(dungeonMap);
AddNormalRoomsAroundBossRoom(dungeonMap);
AddConnectionRooms(dungeonMap);
ConnectAllAdjacentRooms(dungeonMap);
return dungeonMap;
}
private void ConnectAllAdjacentRooms(DungeonMap dungeon)
{
Dictionary<Point, int> pointRoomMapping = dungeon.GetPointRoomIdMapping();
foreach (var room in dungeon.GetAllRooms())
{
foreach ((Point p, RoomSide side) in room.GetAdjacentPoints())
{
if (pointRoomMapping.ContainsKey(p))
{
int idForRoomPointIsIn = pointRoomMapping[p];
room.AddAdjacentRoomId(idForRoomPointIsIn);
}
}
}
}
private List<Point> GetAdjacentPoints(Room room)
{
var adjacentPoints = new List<Point>();
int x = room.PositionOfTopLeft.X;
int y = room.PositionOfTopLeft.Y;
int width = room.Width;
int height = room.Height;
// Add points to the left and right of the room
for (int i = 0; i < height; i++)
{
adjacentPoints.Add(new Point(x - 1, y + i)); // Left side
adjacentPoints.Add(new Point(x + width, y + i)); // Right side
}
// Add points above and below the room
for (int i = 0; i < width; i++)
{
adjacentPoints.Add(new Point(x + i, y - 1)); // Top side
adjacentPoints.Add(new Point(x + i, y + height)); // Bottom side
}
return adjacentPoints;
}
private void AddConnectionRooms(DungeonMap dungeon)
{
// For each room adjacent to a monster and boos room connect it with the closest thing (entrance room, or monster adjacent room)
@ -139,7 +182,7 @@ namespace DungeonMapGenerator
Room newRoom = CreateAdjacentRoom(RoomType.Normal, unoccupiedPointsOnSide, side, dungeon.GetOccupiedPoints());
if (newRoom != null)
{
room.AddAdjacentRoom(newRoom, side);
room.AddAdjacentRoomBySide(newRoom, side);
dungeon.AddRoom(newRoom);
}
}

View file

@ -9,9 +9,9 @@ namespace DungeonMapGenerator
public class DungeonMap
{
[JsonProperty("Width")]
private int _width;
public int Width;
[JsonProperty("Height")]
private int _height;
public int Height;
[JsonProperty("MonsterRooms")]
private List<Room> _monsterRooms = new List<Room>();
[JsonProperty("EntranceRooms")]
@ -22,18 +22,42 @@ namespace DungeonMapGenerator
private Room _bossRoom;
private HashSet<Point> _unoccupiedPoints = new HashSet<Point>();
private HashSet<Point> _occupiedPoints = new HashSet<Point>();
public DungeonMap(){ }
public DungeonMap(int width, int height)
{
this._width = width;
_height = height;
_unoccupiedPoints.AddRange(Enumerable.Range(0, this._width)
.SelectMany(x => Enumerable.Range(0, _height)
this.Width = width;
Height = height;
_unoccupiedPoints.AddRange(Enumerable.Range(0, this.Width)
.SelectMany(x => Enumerable.Range(0, Height)
.Select(y => new Point(x,y))));
}
public Dictionary<Point, int> GetPointRoomIdMapping()
{
var pointRoomMap = new Dictionary<Point, int>();
foreach (var room in GetAllRooms())
{
foreach (var point in room.GetPointsInRoom())
{
pointRoomMap[point] = room.Id;
}
}
return pointRoomMap;
}
public List<Room> GetAllRooms()
{
List<Room> allRooms = new List<Room>();
allRooms.AddRange(_monsterRooms);
allRooms.AddRange(_normalRooms);
allRooms.AddRange(_entranceRooms);
allRooms.Add(_bossRoom);
return allRooms;
}
public void AddRoom(Room room)
{
switch (room.TypeOfRoom)
@ -114,10 +138,10 @@ namespace DungeonMapGenerator
List<Point> monsterRoomPoints = _monsterRooms.SelectMany(room => room.GetPointsInRoom()).ToList();
List<Point> entranceRoomPoints = _entranceRooms.SelectMany(room => room.GetPointsInRoom()).ToList();
List<Point> normalRoomPoints = _normalRooms.SelectMany(room => room.GetPointsInRoom()).ToList();
char[,] mapMatrix = new Char[_width, _height];
for (int x = 0; x < _width; x++)
char[,] mapMatrix = new Char[Width, Height];
for (int x = 0; x < Width; x++)
{
for (int y = 0; y < _height; y++)
for (int y = 0; y < Height; y++)
{
Point point = new Point(x, y);
if (entranceRoomPoints.Contains(point))
@ -154,8 +178,8 @@ namespace DungeonMapGenerator
}
return $"{DateTime.Now}{Environment.NewLine}" +
$"X Length: {_width}{Environment.NewLine}" +
$"Y Length: {_height}{Environment.NewLine}" +
$"X Length: {Width}{Environment.NewLine}" +
$"Y Length: {Height}{Environment.NewLine}" +
$"Monster Rooms: {_monsterRooms.Count}{Environment.NewLine}" +
sb.ToString();
}

View file

@ -24,20 +24,41 @@ namespace DungeonMapGenerator
public class Room
{
private static int _nextId = 1;
public RoomType TypeOfRoom { get; set; }
public int Height { get; set; }
public int Width { get; set; }
public Point PositionOfTopLeft { get; set; }
public int Id { get; set; }
[JsonProperty("AdjacentRoomIds")]
private HashSet<int> _adjacentRoomIds = new HashSet<int>();
private readonly Dictionary<RoomSide, List<Room>> _adjacentRoomsBySide = new Dictionary<RoomSide, List<Room>>();
public Room()
{
}
public Room(RoomType roomType, int width, int height, Point positionOfTopLeft)
{
Id = _nextId++;
TypeOfRoom = roomType;
Width = width;
Height = height;
PositionOfTopLeft = positionOfTopLeft;
}
private readonly Dictionary<RoomSide, List<Room>> _adjacentRooms = new Dictionary<RoomSide, List<Room>>();
public void AddAdjacentRoomId(int id)
{
_adjacentRoomIds.Add(id);
}
public RoomType TypeOfRoom { get; set; }
public int Height { get; set; }
public int Width { get; set; }
public Point PositionOfTopLeft { get; set; }
public HashSet<int> GetAdjacentRoomIds()
{
return new HashSet<int>(_adjacentRoomIds);
}
public List<Point> GetPointsInRoom()
{
@ -70,29 +91,55 @@ namespace DungeonMapGenerator
return new Point(PositionOfTopLeft.X + Width / 2, PositionOfTopLeft.Y + Height / 2);
}
public void AddAdjacentRoom(Room room, RoomSide side)
public void AddAdjacentRoomBySide(Room room, RoomSide side)
{
if (!_adjacentRooms.ContainsKey(side))
if (!_adjacentRoomsBySide.ContainsKey(side))
{
_adjacentRooms[side] = new List<Room>();
_adjacentRoomsBySide[side] = new List<Room>();
}
// Prevent duplicates
if (!_adjacentRooms[side].Contains(room))
if (!_adjacentRoomsBySide[side].Contains(room))
{
_adjacentRooms[side].Add(room);
room.AddAdjacentRoom(this, GetOppositeSide(side)); // Ensure bidirectional linkage
_adjacentRoomsBySide[side].Add(room);
room.AddAdjacentRoomBySide(this, GetOppositeSide(side)); // Ensure bidirectional linkage
}
}
public IEnumerable<Room> GetAdjacentRooms()
{
return _adjacentRooms.Values.SelectMany(roomList => roomList);
return _adjacentRoomsBySide.Values.SelectMany(roomList => roomList);
}
public Dictionary<RoomSide, List<Room>> GetAdjacentRoomsDict()
{
return new Dictionary<RoomSide, List<Room>>(_adjacentRooms);
return new Dictionary<RoomSide, List<Room>>(_adjacentRoomsBySide);
}
public List<(Point, RoomSide)> GetAdjacentPoints()
{
var adjacentPoints = new List<(Point, RoomSide)>();
int x = PositionOfTopLeft.X;
int y = PositionOfTopLeft.Y;
int width = Width;
int height = Height;
// Add points to the left and right of the room
for (int i = 0; i < height; i++)
{
adjacentPoints.Add((new Point(x - 1, y + i), RoomSide.Left));
adjacentPoints.Add((new Point(x + width, y + i), RoomSide.Right));
}
// Add points above and below the room
for (int i = 0; i < width; i++)
{
adjacentPoints.Add((new Point(x + i, y - 1), RoomSide.Top));
adjacentPoints.Add((new Point(x + i, y + height), RoomSide.Bottom));
}
return adjacentPoints;
}
// Helper method to get the opposite side

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@ -0,0 +1,69 @@
using UnityEngine;
using UnityEditor;
using System.Linq;
namespace FolderColor
{
public class CustomWindowFileImage : EditorWindow
{
string assetPath;
public static void ShowWindow(string assetPathGive)
{
CustomWindowFileImage window = GetWindow<CustomWindowFileImage>("Custom Folder");
window.assetPath = assetPathGive;
window.Show();
}
private void OnGUI()
{
if (GUI.Button(new Rect(0, 0, 100, 100), "None"))
{
if (ProjectAssetViewerCustomisation.modificationData.assetModified.Contains(assetPath))
{
RemoveReference(assetPath);
ProjectAssetViewerCustomisation.SaveData();
}
Close();
}
string path = ProjectAssetViewerCustomisation.FindScriptPathByName("CustomWindowFileImage");
path = path.Replace("/Editor/CustomWindowFileImage.cs", "");
string[] texturesPath = AssetDatabase.FindAssets("t:texture2D", new[] { path });
int buttonsPerRow = 4;
float buttonPadding = 10f;
for (int i = 0; i < texturesPath.Length; i++)
{
Texture2D texture = (Texture2D)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(texturesPath[i]), typeof(Texture2D));
float buttonWidth = (position.width - (buttonsPerRow + 1) * buttonPadding) / buttonsPerRow;
float buttonHeight = 100f;
float x = (i % buttonsPerRow) * (buttonWidth + buttonPadding) + buttonPadding;
float y = Mathf.Floor(i / buttonsPerRow) * (buttonHeight + buttonPadding) + buttonPadding + 100;
if (GUI.Button(new Rect(x, y, buttonWidth, buttonHeight), texture))
{
if (ProjectAssetViewerCustomisation.modificationData.assetModified.Contains(assetPath)) RemoveReference(assetPath);
ProjectAssetViewerCustomisation.modificationData.assetModified.Add(assetPath);
ProjectAssetViewerCustomisation.modificationData.assetModifiedTexturePath.Add(AssetDatabase.GUIDToAssetPath(texturesPath[i]));
ProjectAssetViewerCustomisation.SaveData();
Close();
}
}
}
private static void RemoveReference(string assetPath)
{
int i = ProjectAssetViewerCustomisation.modificationData.assetModified.IndexOf(assetPath);
ProjectAssetViewerCustomisation.modificationData.assetModified.RemoveAt(i);
ProjectAssetViewerCustomisation.modificationData.assetModifiedTexturePath.RemoveAt(i);
}
}
}

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@ -0,0 +1,130 @@
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Linq;
using System.Collections.Generic;
namespace FolderColor
{
public class ProjectAssetViewerCustomisation
{
[System.Serializable]
public class AssetModificationData
{
public List<string> assetModified = new List<string>();
public List<string> assetModifiedTexturePath = new List<string>();
}
// Reference to the data
public static AssetModificationData modificationData = new();
[InitializeOnLoadMethod]
private static void Initialize()
{
LoadData();
//for each object
EditorApplication.projectWindowItemOnGUI += OnProjectWindowItemGUI;
}
private static void OnProjectWindowItemGUI(string guid, Rect selectionRect)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
// Ensure assetType is not null before accessing it
if (modificationData.assetModified != null && modificationData.assetModified.Contains(assetPath))
{
int t = modificationData.assetModified.IndexOf(assetPath);
Texture2D tex = (Texture2D)AssetDatabase.LoadAssetAtPath(modificationData.assetModifiedTexturePath[t], typeof(Texture2D));
if (tex == null)
{
modificationData.assetModified.RemoveAt(t);
modificationData.assetModifiedTexturePath.RemoveAt(t);
SaveData();
return;
}
if (selectionRect.height == 16) GUI.DrawTexture(new Rect(selectionRect.x + 1.5f, selectionRect.y, selectionRect.height, selectionRect.height), tex);
else GUI.DrawTexture(new Rect(selectionRect.x, selectionRect.y, selectionRect.height - 10, selectionRect.height - 10), tex);
}
}
// Add a menu item in the Unity Editor to open the custom modification window
[MenuItem("Assets/Custom Folder", false, 100)]
private static void CustomModificationMenuItem()
{
string[] guids = Selection.assetGUIDs;
for (int i = 0; i < guids.Length; i++)
{
string guid = guids[i];
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
if (AssetDatabase.IsValidFolder(assetPath))
{
CustomWindowFileImage.ShowWindow(assetPath);
break;
}
}
}
// Validate function to enable/disable the menu item
[MenuItem("Assets/Custom Folder", true)]
private static bool ValidateCustomModificationMenuItem()
{
string[] guids = Selection.assetGUIDs;
for (int i = 0; i < guids.Length; i++)
{
string guid = guids[i];
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
if (AssetDatabase.IsValidFolder(assetPath)) return true;
}
return false;
}
public static void SaveData()
{
// Create or update the modificationData
if (modificationData == null)
{
modificationData = new AssetModificationData();
}
// Convert to JSON
string jsonData = JsonUtility.ToJson(modificationData);
string path = FindScriptPathByName("ProjectAssetViewerCustomisation");
path = path.Replace("Editor/ProjectAssetViewerCustomisation.cs", "SaveSetUp/FolderModificationData.json");
File.WriteAllText(path, jsonData);
}
private static void LoadData()
{
string filePath = FindScriptPathByName("ProjectAssetViewerCustomisation");
filePath = filePath.Replace("Editor/ProjectAssetViewerCustomisation.cs", "SaveSetUp/FolderModificationData.json");
if (File.Exists(filePath))
{
string jsonData = File.ReadAllText(filePath);
modificationData = JsonUtility.FromJson<AssetModificationData>(jsonData);
}
}
public static string FindScriptPathByName(string scriptName)
{
string[] guids = AssetDatabase.FindAssets($"{scriptName} t:script");
if (guids.Length == 0)
{
Debug.LogError($"Script with name '{scriptName}' not found!");
return null;
}
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
return path;
}
}
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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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@ -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;