Room随机房间生成器

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代码:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.SceneManagement;

public class RoomGenerator : MonoBehaviour

{

public enum Direction { up, down, left, right };

public Direction direction;

[Header("room info")]

public GameObject roomPrefab;

public int roomNumber;

public Color startColor, endColor;

private GameObject endRoom;




[Header("position control")]

public Transform generatorPoint;

public float xOffset;

public float yOffset;

//repeat room check layer

public LayerMask roomLayer;

//room list

public List<GameObject> rooms = new List<GameObject>();

void Start()

{

    for (int i = 0; i < roomNumber; i++)

    {

        rooms.Add(Instantiate(roomPrefab, generatorPoint.position, Quaternion.identity));

        //change position

        ChangePointPos();

    }

    rooms[0].GetComponent<SpriteRenderer>().color = startColor;

    //compare the longest distance as the end room

    endRoom = rooms[0];

    foreach (var room in rooms)

    {

        //the begin room is 0,0,0

        if (room.transform.position.sqrMagnitude > endRoom.transform.position.sqrMagnitude)

        {

            endRoom = room;

        }

    }

    endRoom.GetComponent<SpriteRenderer>().color = endColor;

}

// Update is called once per frame

void Update()

{

    if (Input.anyKeyDown)

    {

        SceneManager.LoadScene(SceneManager.GetActiveScene().name);

    }

}

public void ChangePointPos()

{

    //check repeat

    do

    {

        direction = (Direction)Random.Range(0, 4);

        switch (direction)

        {

            case Direction.up:

                generatorPoint.position += new Vector3(0, yOffset, 0);

                break;

            case Direction.down:

                generatorPoint.position += new Vector3(0, -yOffset, 0);

                break;

            case Direction.left:

                generatorPoint.position += new Vector3(-xOffset, 0, 0);

                break;

            case Direction.right:

                generatorPoint.position += new Vector3(xOffset, 0, 0);

                break;

        }

    } while (Physics2D.OverlapCircle(generatorPoint.position, 0.2f, roomLayer));

}

}

按照数量随机生成不同的房间在各个位置,开始和结束颜色不同