Merge branch 'feat/map-generate'
This commit is contained in:
commit
34867dc03f
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@ -72,3 +72,4 @@ crashlytics-build.properties
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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@ -0,0 +1,299 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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||||
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||||
public class MapGenerator : MonoBehaviour
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||||
{
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public int totalRooms = 20;
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public int mainRoomsCount = 10;
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public float mapRadius = 50f;
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public float minRoomWidth = 4f;
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public float maxRoomWidth = 10f;
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public float minRoomHeight = 4f;
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public float maxRoomHeight = 10f;
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public int separationIterations = 10;
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private readonly List<Room> _rooms = new();
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private List<Room> _mainRooms = new();
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private readonly List<Connection> _connections = new();
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private readonly HashSet<Vector2Int> _corridorTiles = new();
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private void Start()
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{
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GenerateMap();
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}
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public void GenerateMap()
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{
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ClearAll();
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GenerateRooms();
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SeparateRooms();
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SelectMainRooms();
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ConnectRoomsWithMST();
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CreateCorridors();
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Debug.Log($"생성된 전체 방 수: {_rooms.Count}");
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Debug.Log($"메인 방 수: {_mainRooms.Count}");
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Debug.Log($"연결 수: {_connections.Count}");
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}
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private void ClearAll()
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{
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_rooms.Clear();
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_mainRooms.Clear();
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_connections.Clear();
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}
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private void GenerateRooms()
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||||
{
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for (var i = 0; i < totalRooms; i++)
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||||
{
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||||
// 랜덤 위치 선택
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var angle = Random.Range(0f, Mathf.PI * 2);
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var distance = Random.Range(0f, mapRadius);
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||||
var position = new Vector2(
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Mathf.Cos(angle) * distance,
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Mathf.Sin(angle) * distance
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);
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||||
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||||
// 랜덤 크기 방 생성
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var width = Random.Range(minRoomWidth, maxRoomWidth);
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var height = Random.Range(minRoomHeight, maxRoomHeight);
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||||
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_rooms.Add(new Room(position, new Vector2(width, height)));
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||||
}
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||||
}
|
||||
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||||
private void SeparateRooms()
|
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{
|
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for (var iter = 0; iter < separationIterations; iter++)
|
||||
{
|
||||
var stillOverlapping = false;
|
||||
|
||||
for (var i = 0; i < _rooms.Count; i++)
|
||||
for (var j = i + 1; j < _rooms.Count; j++)
|
||||
if (_rooms[i].Overlaps(_rooms[j]))
|
||||
{
|
||||
stillOverlapping = true;
|
||||
|
||||
// 방들이 겹치면 서로 밀어냄
|
||||
var direction = (_rooms[i].Position - _rooms[j].Position).normalized;
|
||||
var overlap = _rooms[i].GetOverlapDistance(_rooms[j]);
|
||||
|
||||
_rooms[i].Position += direction * overlap * 0.5f;
|
||||
_rooms[j].Position -= direction * overlap * 0.5f;
|
||||
}
|
||||
|
||||
// 더 이상 겹치는 방이 없으면 종료
|
||||
if (!stillOverlapping) break;
|
||||
}
|
||||
}
|
||||
|
||||
private void SelectMainRooms()
|
||||
{
|
||||
// 방 크기에 따라 정렬 (큰 것부터)
|
||||
_rooms.Sort((a, b) => (b.Size.x * b.Size.y).CompareTo(a.Size.x * a.Size.y));
|
||||
|
||||
// 가장 큰 방 mainRoomsCount개만 선택
|
||||
_mainRooms = _rooms.Take(Mathf.Min(mainRoomsCount, _rooms.Count)).ToList();
|
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}
|
||||
|
||||
private void ConnectRoomsWithMST()
|
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{
|
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var edges = new List<Edge>();
|
||||
|
||||
// 모든 방 쌍에 대해 거리 계산
|
||||
for (var i = 0; i < _mainRooms.Count; i++)
|
||||
for (var j = i + 1; j < _mainRooms.Count; j++)
|
||||
{
|
||||
var dist = Vector2.Distance(_mainRooms[i].Position, _mainRooms[j].Position);
|
||||
edges.Add(new Edge(i, j, dist));
|
||||
}
|
||||
|
||||
// 크루스칼 MST 알고리즘
|
||||
edges.Sort((a, b) => a.Weight.CompareTo(b.Weight));
|
||||
var ds = new DisjointSet(_mainRooms.Count);
|
||||
|
||||
foreach (var edge in edges)
|
||||
if (ds.Find(edge.U) != ds.Find(edge.V))
|
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{
|
||||
ds.Union(edge.U, edge.V);
|
||||
_connections.Add(new Connection(_mainRooms[edge.U], _mainRooms[edge.V]));
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateCorridors()
|
||||
{
|
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foreach (var conn in _connections)
|
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{
|
||||
var roomA = conn.RoomA;
|
||||
var roomB = conn.RoomB;
|
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|
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// 두 방의 중심점
|
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var startPos = Vector2Int.RoundToInt(roomA.Position);
|
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var endPos = Vector2Int.RoundToInt(roomB.Position);
|
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|
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// 두 가지 L자 패턴
|
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if (Random.Range(0, 2) == 0)
|
||||
{
|
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// 수평 먼저, 수직 나중 ㄱ
|
||||
CreateCorridor(_corridorTiles, startPos, new Vector2Int(endPos.x, startPos.y));
|
||||
CreateCorridor(_corridorTiles, new Vector2Int(endPos.x, startPos.y), endPos);
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}
|
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else
|
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{
|
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// 수직 먼저, 수평 나중 ┌
|
||||
CreateCorridor(_corridorTiles, startPos, new Vector2Int(startPos.x, endPos.y));
|
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CreateCorridor(_corridorTiles, new Vector2Int(startPos.x, endPos.y), endPos);
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}
|
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}
|
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}
|
||||
|
||||
/// <summary>
|
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/// 중복 없는 복도 생성
|
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/// </summary>
|
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/// <param name="corridorTiles"></param>
|
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/// <param name="start"></param>
|
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/// <param name="end"></param>
|
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private void CreateCorridor(HashSet<Vector2Int> corridorTiles, Vector2Int start, Vector2Int end)
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{
|
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var position = start;
|
||||
var direction = new Vector2Int(
|
||||
Mathf.Clamp(end.x - start.x, -1, 1),
|
||||
Mathf.Clamp(end.y - start.y, -1, 1)
|
||||
);
|
||||
|
||||
while (position != end)
|
||||
{
|
||||
corridorTiles.Add(position);
|
||||
|
||||
// 다음 위치로 이동
|
||||
if (position.x != end.x)
|
||||
position.x += direction.x;
|
||||
else if (position.y != end.y)
|
||||
position.y += direction.y;
|
||||
}
|
||||
}
|
||||
|
||||
#region Debug 테스트용
|
||||
|
||||
public Color roomColor = Color.blue;
|
||||
public Color mainRoomColor = Color.red;
|
||||
public Color corridorColor = Color.green;
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
// 방
|
||||
Gizmos.color = roomColor;
|
||||
foreach (var room in _rooms)
|
||||
{
|
||||
if (_mainRooms.Contains(room))
|
||||
Gizmos.color = mainRoomColor;
|
||||
else
|
||||
Gizmos.color = roomColor;
|
||||
|
||||
Gizmos.DrawWireCube(room.Position, room.Size);
|
||||
}
|
||||
|
||||
// 복도
|
||||
Gizmos.color = corridorColor;
|
||||
var tileSize = 1f; // 타일 크기
|
||||
|
||||
if (_corridorTiles != null)
|
||||
foreach (var pos in _corridorTiles)
|
||||
Gizmos.DrawWireCube(new Vector3(pos.x, pos.y, 0),
|
||||
new Vector3(tileSize, tileSize, 0));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Class
|
||||
|
||||
// 방 클래스
|
||||
public class Room
|
||||
{
|
||||
public Vector2 Position;
|
||||
public Vector2 Size;
|
||||
|
||||
public Room(Vector2 pos, Vector2 size)
|
||||
{
|
||||
Position = pos;
|
||||
Size = size;
|
||||
}
|
||||
|
||||
public bool Overlaps(Room other)
|
||||
{
|
||||
return !(Position.x + Size.x / 2 < other.Position.x - other.Size.x / 2 ||
|
||||
Position.x - Size.x / 2 > other.Position.x + other.Size.x / 2 ||
|
||||
Position.y + Size.y / 2 < other.Position.y - other.Size.y / 2 ||
|
||||
Position.y - Size.y / 2 > other.Position.y + other.Size.y / 2);
|
||||
}
|
||||
|
||||
public float GetOverlapDistance(Room other)
|
||||
{
|
||||
var dx = Mathf.Min(Position.x + Size.x / 2, other.Position.x + other.Size.x / 2) -
|
||||
Mathf.Max(Position.x - Size.x / 2, other.Position.x - other.Size.x / 2);
|
||||
var dy = Mathf.Min(Position.y + Size.y / 2, other.Position.y + other.Size.y / 2) -
|
||||
Mathf.Max(Position.y - Size.y / 2, other.Position.y - other.Size.y / 2);
|
||||
|
||||
// 실제 겹치는 거리 계산
|
||||
if (dx > 0 && dy > 0)
|
||||
return Mathf.Min(dx, dy) + 0.1f; // 약간의 여유 공간 추가
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
// 연결 클래스
|
||||
private class Connection
|
||||
{
|
||||
public readonly Room RoomA, RoomB;
|
||||
|
||||
public Connection(Room a, Room b)
|
||||
{
|
||||
RoomA = a;
|
||||
RoomB = b;
|
||||
}
|
||||
}
|
||||
|
||||
// MST용 간선 클래스
|
||||
private class Edge
|
||||
{
|
||||
public readonly int U, V;
|
||||
public readonly float Weight;
|
||||
|
||||
public Edge(int u, int v, float w)
|
||||
{
|
||||
U = u;
|
||||
V = v;
|
||||
Weight = w;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// Disjoint Set 자료구조
|
||||
private class DisjointSet
|
||||
{
|
||||
private readonly int[] _parent;
|
||||
|
||||
public DisjointSet(int n)
|
||||
{
|
||||
_parent = new int[n];
|
||||
for (var i = 0; i < n; i++) _parent[i] = i;
|
||||
}
|
||||
|
||||
public int Find(int x)
|
||||
{
|
||||
if (_parent[x] == x) return x;
|
||||
return _parent[x] = Find(_parent[x]);
|
||||
}
|
||||
|
||||
public void Union(int a, int b)
|
||||
{
|
||||
var rootA = Find(a);
|
||||
var rootB = Find(b);
|
||||
if (rootA != rootB) _parent[rootB] = rootA;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8fdb3db0de214c69a1c56245514dcc63
|
||||
timeCreated: 1746712260
|
Loading…
Reference in New Issue