示例#1
0
    public static Room CreateMinRoom(ref FloorType[,] blocks, BlueprintNode blueprint, VecInt2 doorPos, Direction doorDir)
    {
        Room room = new Room(doorPos, blueprint.type, FakeRandom.Range(blueprint.sizeMin, blueprint.sizeMax));

        room.range = GetRange(doorPos, blueprint.edgeLenghtMin, blueprint.edgeLenghtMin, doorDir);
        room.dir   = doorDir;
        Array2DTool.SetRange(blocks, room.range, blueprint.type);
        Array2DTool.SetOne(blocks, room.doorPos.x, room.doorPos.y, doorType[(int)room.dir]);
        return(room);
    }
示例#2
0
 public static bool Extend(ref FloorType[,] blocks, Room room)
 {
     Direction[] dirs = GetExtendDirections(room.dir);
     dirs = RandomSort(dirs, FakeRandom.Range(0, 6));
     for (int i = 0; i < 3; i++)
     {
         Direction dir = dirs[i];
         if (dir == Direction.Left)
         {
             RectInt range = new RectInt(room.range.x - 1, room.range.y, 1, room.range.h);
             if (range.x >= Gap && Array2DTool.RangeIsAll(blocks, range, FloorType.Out))  //边上留空Gap空隙,为了计算方便
             {
                 room.range.x -= 1;
                 room.range.w += 1;
                 Array2DTool.SetRange(blocks, range, room.type);
                 return(true);
             }
         }
         else if (dir == Direction.Right)
         {
             RectInt range = new RectInt(room.range.x + room.range.w, room.range.y, 1, room.range.h);
             if (range.x < blocks.GetLength(0) - Gap && Array2DTool.RangeIsAll(blocks, range, FloorType.Out))
             {
                 room.range.w += 1;
                 Array2DTool.SetRange(blocks, range, room.type);
                 return(true);
             }
         }
         else if (dir == Direction.Down)
         {
             RectInt range = new RectInt(room.range.x, room.range.y - 1, room.range.w, 1);
             if (range.y >= Gap && Array2DTool.RangeIsAll(blocks, range, FloorType.Out))
             {
                 room.range.y -= 1;
                 room.range.h += 1;
                 Array2DTool.SetRange(blocks, range, room.type);
                 return(true);
             }
         }
         else if (dir == Direction.Up)
         {
             RectInt range = new RectInt(room.range.x, room.range.y + room.range.h, room.range.w, 1);
             if (range.y < blocks.GetLength(1) - Gap && Array2DTool.RangeIsAll(blocks, range, FloorType.Out))
             {
                 room.range.h += 1;
                 Array2DTool.SetRange(blocks, range, room.type);
                 return(true);
             }
         }
     }
     return(false);
 }
示例#3
0
    private static List <Rect> GetLayerRects(bool[,] layerBlocks)
    {
        int         size  = layerBlocks.GetLength(0);
        List <Rect> rects = new List <Rect>();

        int[,] lineEnd = new int[size, size];//如果水平方向连续格子最后一格,则是连续格子的长度,否则为0
        for (int y = 0; y < size; y++)
        {
            int startX = 0;
            for (int x = 0; x <= size; x++)
            {
                bool cur  = x == size ? false : layerBlocks[x, y];
                bool left = x == 0 ? false : layerBlocks[x - 1, y];

                if (cur && !left)
                {
                    startX = x;
                }
                else if (!cur && left)
                {
                    lineEnd[x - 1, y] = x - startX;
                }
            }
        }
        for (int y = 0; y < size; y++)
        {
            for (int x = 0; x < size; x++)
            {
                int curEndNum = lineEnd[x, y];//当前记录格子结尾数
                if (curEndNum != 0)
                {
                    for (int ty = y + 1; ty <= size; ty++)
                    {
                        int nextLineEndNum = ty == size ? 0 : lineEnd[x, ty];//下一行的结尾数
                        if (nextLineEndNum != curEndNum)
                        {
                            RectInt rectInt = new RectInt(x - curEndNum + 1, y, curEndNum, ty - y);
                            Array2DTool.SetRange(lineEnd, x, y, 1, ty - y, 0);
                            rects.Add(new Rect(rectInt.x / (float)size, rectInt.y / (float)size, rectInt.w / (float)size, rectInt.h / (float)size));
                            break;
                        }
                    }
                }
            }
        }
        return(rects);
    }
示例#4
0
    // Use this for initialization
    void Start()
    {
        float startTime = Time.realtimeSinceStartup;

        for (int i = 0; i < 10; i++)
        {
            FloorType[,] layout   = HouseLayout.CreateHouse(HouseType.Small, Direction.Down);
            FloorType[,] lineMode = LayoutToBuilding.LayoutCellToLine(layout);
            LayoutToBuilding.AddWindow(lineMode);
            int[,] distanceToWall = LayoutToBuilding.GetDistanceToWall(lineMode);

            //Game.BlockType[,,] blocks = LayoutToBuilding.CreateBuilding(lineMode,true);

            string s = BuildingDebugTools.GetLayoutString(lineMode);
            Debug.Log(s);

            string dtw = Array2DTool.GetDebugStringFormat(distanceToWall, "{0:00}", ",");
            Debug.Log(dtw);
        }
        Debug.Log("time = " + (Time.realtimeSinceStartup - startTime));
    }
示例#5
0
    public static List <Room> CreateChildren(ref FloorType[,] blocks, Room room, BlueprintNode blueprint)
    {
        List <Room> children = new List <Room>();

        for (int i = 0; i < blueprint.children.Count; i++)
        {
            BlueprintNode childBlueprint = blueprint.children[i];
            VecInt2       childDoorPos   = new VecInt2(0, 0);
            Direction     childDoorDir   = Direction.Left;
            bool          bValid         = false;
            Direction[]   dirs           = GetExtendDirections(room.dir); //得到可以产生门的方向
            dirs = RandomSort(dirs, FakeRandom.Range(0, 10000));          //打乱顺序
            foreach (Direction d in dirs)
            {
                for (int t = 0; t < 5; t++)
                {
                    childDoorPos = GetRandomChildDoorPos(room.range, d);//在随机位置生生成一个门
                    childDoorDir = d;
                    RectInt childMinRange = GetRange(childDoorPos, childBlueprint.edgeLenghtMin, childBlueprint.edgeLenghtMin, d);
                    if (Array2DTool.RangeIsAll(blocks, childMinRange, FloorType.Out)) //如果是空地
                    {
                        bValid = true;                                                //则找到了一个有效位置
                        break;
                    }
                }
                if (bValid)
                {
                    break;
                }
            }
            if (bValid)                                                                                 //如果找到了一个有效的位置
            {
                Room childRoom = CreateMinRoom(ref blocks, childBlueprint, childDoorPos, childDoorDir); //在此位置生成一个最小房间
                if (childRoom != null)
                {
                    childRoom.blueprint = childBlueprint;
                    children.Add(childRoom);
                }
            }
        }

        while (true)
        {
            bool bExtendOne = false;
            for (int i = 0; i < children.Count; i++)
            {
                if (children[i].GetCurrentSize() < children[i].targetSize) //如果房间大小还没到期望值
                {
                    bool bExtendOk = Extend(ref blocks, children[i]);      //则往随机方向扩大一格
                    bExtendOne |= bExtendOk;
                }
            }
            if (!bExtendOne)  //如果没有任何房间被扩大过,则退出循环
            {
                break;
            }
        }

        //给扩展过的子房间产生下一级房间
        for (int i = 0; i < children.Count; i++)
        {
            children[i].children = CreateChildren(ref blocks, children[i], children[i].blueprint);
        }

        return(children);
    }