void Start()
    {
        // プレイヤーキャラ配置
        var playerCharacterSpawnCoordinate = new Main_MapGenerator.Coordinate(1, 1);

        playerCharacter.transform.position = CoordinateToPosition(playerCharacterSpawnCoordinate);

        // マップ情報生成
        var mapGenerator = new Main_MapGenerator();
        var map          = mapGenerator.Generate(13, 13, new Main_MapGenerator.Coordinate[] { playerCharacterSpawnCoordinate });

        // マップ情報を元にマップ組み立て
        foreach (var cell in map)
        {
            var position = CoordinateToPosition(cell.coordinate);
            Instantiate(floorPrefab, position, Quaternion.identity);
            switch (cell.type)
            {
            case Main_MapGenerator.Cell.Types.StaticWall:
                var staticWall = Instantiate(staticWallPrefab, position, Quaternion.identity);
                staticWalls.Add(cell.coordinate, staticWall);
                break;

            case Main_MapGenerator.Cell.Types.Wall:
                var wall = Instantiate(wallPrefab, position, Quaternion.identity);
                walls.Add(cell.coordinate, wall);
                break;
            }
        }
    }
Exemple #2
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    void Start()
    {
        // マップ情報生成
        var mapGenerator = new Main_MapGenerator();
        var roomSettings = new Main_MapGenerator.RoomSettings();

        roomSettings.minWidth               = 2;
        roomSettings.minHeight              = 2;
        roomSettings.bigRoomRate            = 1;
        roomSettings.maxWallThicknessInArea = 2;
        var width  = Random.Range(20, 20 + gameLevel);
        var height = Random.Range(20, 20 + gameLevel);
        var map    = mapGenerator.Generate(width, height, roomSettings);

        // プレイヤーキャラ配置
        var emptyFloors = map.Where(x => x.type == Main_MapGenerator.Cell.Types.Floor).ToList();
        var playerCell  = emptyFloors[UnityEngine.Random.Range(0, emptyFloors.Count)];

        playerCharacter.transform.position = CoordinateToPosition(playerCell.coordinate);
        emptyFloors.Remove(playerCell);
        // プレイヤー周囲のマスは何も置かない
        emptyFloors.RemoveAll(x => Mathf.Sqrt(Mathf.Pow(x.coordinate.x - playerCell.coordinate.x, 2f) + Mathf.Pow(x.coordinate.y - playerCell.coordinate.y, 2f)) < 5f);

        // マップ情報を元にマップ組み立て
        foreach (var cell in map)
        {
            var position = CoordinateToPosition(cell.coordinate);
            Instantiate(floorPrefab, position, Quaternion.identity);
            switch (cell.type)
            {
            case Main_MapGenerator.Cell.Types.StaticWall:
                var staticWall = Instantiate(staticWallPrefab, position, Quaternion.identity);
                staticWalls.Add(cell.coordinate, staticWall);
                break;

            case Main_MapGenerator.Cell.Types.Wall:
                var wall = Instantiate(wallPrefab, position, Quaternion.identity);
                walls.Add(cell.coordinate, wall);
                break;
            }
        }

        // 階段を配置
        var stairsCell = emptyFloors[UnityEngine.Random.Range(0, emptyFloors.Count)];

        stairs.transform.position = CoordinateToPosition(stairsCell.coordinate);
        emptyFloors.Remove(stairsCell);

        // 敵を配置
        for (var i = 0; i < 5 + gameLevel / 2; i++)
        {
            var enemyCell = emptyFloors[UnityEngine.Random.Range(0, emptyFloors.Count)];
            var enemy     = Instantiate(enemySimplePrefab, CoordinateToPosition(enemyCell.coordinate), Quaternion.identity);
            enemy.Initialize(Random.Range(0.3f, 1f + (float)gameLevel / 10f));
            emptyFloors.Remove(enemyCell);
        }
        for (var i = 0; i < gameLevel / 3; i++)
        {
            var enemyCell = emptyFloors[UnityEngine.Random.Range(0, emptyFloors.Count)];
            var enemy     = Instantiate(enemyHomingPrefab, CoordinateToPosition(enemyCell.coordinate), Quaternion.identity);
            enemy.Initialize(Random.Range(0.5f, 1f + (float)gameLevel / 10f));
            emptyFloors.Remove(enemyCell);
        }
        for (var i = 0; i < gameLevel / 6; i++)
        {
            var enemyCell = emptyFloors[UnityEngine.Random.Range(0, emptyFloors.Count)];
            var enemy     = Instantiate(enemyIgnoreWallPrefab, CoordinateToPosition(enemyCell.coordinate), Quaternion.identity);
            enemy.Initialize(Random.Range(0.2f, 0.5f + (float)gameLevel / 30f));
            emptyFloors.Remove(enemyCell);
        }

        gameLevelText.text = "Lv." + gameLevel;

        StartCoroutine(ReadyCoroutine());
    }