This commit is contained in:
2026-03-27 22:42:43 +07:00
parent db89523199
commit 90c3921726
106 changed files with 208117 additions and 3 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FPController : MonoBehaviour
{
public GameObject cam;
public Animator anim;
public AudioSource[] footsteps;
public AudioSource jump;
public AudioSource land;
float speed = 0.1f;
float Xsensitivity = 2;
float Ysensitivity = 2;
float MinimumX = -90;
float MaximumX = 90;
Rigidbody rb;
CapsuleCollider capsule;
Quaternion cameraRot;
Quaternion characterRot;
bool cursorIsLocked = true;
bool lockCursor = true;
float x;
float z;
bool playingWalking = false;
bool previouslyGrounded = true;
// Start is called before the first frame update
void Start()
{
rb = this.GetComponent<Rigidbody>();
capsule = this.GetComponent<CapsuleCollider>();
cameraRot = cam.transform.localRotation;
characterRot = this.transform.localRotation;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.F))
anim.SetBool("arm", !anim.GetBool("arm"));
if (Mathf.Abs(x) > 0 || Mathf.Abs(z) > 0)
{
if (!anim.GetBool("walking"))
{
anim.SetBool("walking", true);
InvokeRepeating("PlayFootStepAudio", 0, 0.4f);
}
}
else if (anim.GetBool("walking"))
{
anim.SetBool("walking", false);
CancelInvoke("PlayFootStepAudio");
playingWalking = false;
}
bool grounded = IsGrounded();
if (Input.GetKeyDown(KeyCode.Space) && grounded)
{
rb.AddForce(0, 300, 0);
jump.Play();
if (anim.GetBool("walking"))
{
CancelInvoke("PlayFootStepAudio");
playingWalking = false;
}
}
else if (!previouslyGrounded && grounded)
{
land.Play();
}
previouslyGrounded = grounded;
}
void PlayFootStepAudio()
{
AudioSource audioSource = new AudioSource();
int n = Random.Range(1, footsteps.Length);
audioSource = footsteps[n];
audioSource.Play();
footsteps[n] = footsteps[0];
footsteps[0] = audioSource;
playingWalking = true;
}
void FixedUpdate()
{
float yRot = Input.GetAxis("Mouse X") * Ysensitivity;
float xRot = Input.GetAxis("Mouse Y") * Xsensitivity;
cameraRot *= Quaternion.Euler(-xRot, 0, 0);
characterRot *= Quaternion.Euler(0, yRot, 0);
cameraRot = ClampRotationAroundXAxis(cameraRot);
this.transform.localRotation = characterRot;
cam.transform.localRotation = cameraRot;
x = Input.GetAxis("Horizontal") * speed;
z = Input.GetAxis("Vertical") * speed;
transform.position += this.transform.forward * z + cam.transform.right * x;
UpdateCursorLock();
}
Quaternion ClampRotationAroundXAxis(Quaternion q)
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x);
angleX = Mathf.Clamp(angleX, MinimumX, MaximumX);
q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX);
return q;
}
bool IsGrounded()
{
RaycastHit hitInfo;
if (Physics.SphereCast(transform.position, capsule.radius/2f, Vector3.down, out hitInfo,
(capsule.height / 2f) - capsule.radius + 0.1f))
{
return true;
}
return false;
}
void OnCollisionEnter(Collision col)
{
if (IsGrounded())
{
if (anim.GetBool("walking") && !playingWalking)
{
InvokeRepeating("PlayFootStepAudio", 0, 0.4f);
}
}
}
public void SetCursorLock(bool value)
{
lockCursor = value;
if (!lockCursor)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
public void UpdateCursorLock()
{
if (lockCursor)
InternalLockUpdate();
}
public void InternalLockUpdate()
{
if (Input.GetKeyUp(KeyCode.Escape))
cursorIsLocked = false;
else if (Input.GetMouseButtonUp(0))
cursorIsLocked = true;
if (cursorIsLocked)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
else if (!cursorIsLocked)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Crawler : Maze
{
public override void Generate()
{
//for (int i = 0; i < 2; i++)
// CrawlV();
//for(int i = 0; i < 3; i++)
// CrawlH();
}
void CrawlV()
{
bool done = false;
int x = Random.Range(1,width-1);
int z = 1;
while (!done)
{
map[x, z] = 0;
if (Random.Range(0, 100) < 50)
x += Random.Range(-1, 2);
else
z += Random.Range(0, 2);
done |= (x < 1 || x >= width-1 || z < 1 || z >= depth-1);
}
}
void CrawlH()
{
bool done = false;
int x = 1;
int z = Random.Range(1,depth-1);
while (!done)
{
map[x, z] = 0;
if (Random.Range(0, 100) < 50)
x += Random.Range(0, 2);
else
z += Random.Range(-1, 2);
done |= (x < 1 || x >= width-1 || z < 1 || z >= depth-1);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class Extensions
{
private static System.Random rng = new System.Random();
public static void Shuffle<T>(this IList<T> list)
{
int n = list.Count;
while (n > 1)
{
n--;
int k = rng.Next(n + 1);
T value = list[k];
list[k] = list[n];
list[n] = value;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapLocation
{
public int x;
public int z;
public MapLocation(int _x, int _z)
{
x = _x;
z = _z;
}
}
public class Maze : MonoBehaviour
{
public List<MapLocation> directions = new List<MapLocation>() {
new MapLocation(1,0),
new MapLocation(0,1),
new MapLocation(-1,0),
new MapLocation(0,-1) };
public int width = 30; //x length
public int depth = 30; //z length
public byte[,] map;
public int scale = 6;
// Start is called before the first frame update
void Start()
{
InitialiseMap();
Generate();
DrawMap();
}
void InitialiseMap()
{
map = new byte[width,depth];
for (int z = 0; z < depth; z++)
for (int x = 0; x < width; x++)
{
map[x, z] = 1; //1 = wall 0 = corridor
}
}
public virtual void Generate()
{
for (int z = 0; z < depth; z++)
for (int x = 0; x < width; x++)
{
if(Random.Range(0,100) < 50)
map[x, z] = 0; //1 = wall 0 = corridor
}
}
void DrawMap()
{
for (int z = 0; z < depth; z++)
for (int x = 0; x < width; x++)
{
if (map[x, z] == 1)
{
Vector3 pos = new Vector3(x * scale, 0, z * scale);
GameObject wall = GameObject.CreatePrimitive(PrimitiveType.Cube);
wall.transform.localScale = new Vector3(scale, scale, scale);
wall.transform.position = pos;
}
}
}
public int CountSquareNeighbours(int x, int z)
{
int count = 0;
if (x <= 0 || x >= width - 1 || z <= 0 || z >= depth - 1) return 5;
if (map[x - 1, z] == 0) count++;
if (map[x + 1, z] == 0) count++;
if (map[x, z + 1] == 0) count++;
if (map[x, z - 1] == 0) count++;
return count;
}
public int CountDiagonalNeighbours(int x, int z)
{
int count = 0;
if (x <= 0 || x >= width - 1 || z <= 0 || z >= depth - 1) return 5;
if (map[x - 1, z - 1] == 0) count++;
if (map[x + 1, z + 1] == 0) count++;
if (map[x - 1, z + 1] == 0) count++;
if (map[x + 1, z - 1] == 0) count++;
return count;
}
public int CountAllNeighbours(int x, int z)
{
return CountSquareNeighbours(x,z) + CountDiagonalNeighbours(x,z);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Prims : Maze
{
public override void Generate()
{
int x = 2;
int z = 2;
map[x, z] = 0;
List<MapLocation> walls = new List<MapLocation>();
walls.Add(new MapLocation(x + 1, z));
walls.Add(new MapLocation(x - 1, z));
walls.Add(new MapLocation(x, z + 1));
walls.Add(new MapLocation(x, z - 1));
int countloops = 0;
while (walls.Count > 0 && countloops < 5000)
{
int rwall = Random.Range(0, walls.Count);
x = walls[rwall].x;
z = walls[rwall].z;
walls.RemoveAt(rwall);
if (CountSquareNeighbours(x, z) == 1)
{
map[x, z] = 0;
walls.Add(new MapLocation(x + 1, z));
walls.Add(new MapLocation(x - 1, z));
walls.Add(new MapLocation(x, z + 1));
walls.Add(new MapLocation(x, z - 1));
}
countloops++;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Recursive : Maze
{
public override void Generate()
{
Generate(5, 5);
}
void Generate(int x, int z)
{
if (CountSquareNeighbours(x, z) >= 2) return;
map[x, z] = 0;
directions.Shuffle();
Generate(x + directions[0].x, z + directions[0].z);
Generate(x + directions[1].x, z + directions[1].z);
Generate(x + directions[2].x, z + directions[2].z);
Generate(x + directions[3].x, z + directions[3].z);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Wilsons : Maze
{
List<MapLocation> notUsed = new List<MapLocation>();
public override void Generate()
{
//create a starting cell
int x = Random.Range(2, width - 1);
int z = Random.Range(2, depth - 1);
map[x, z] = 2;
while(GetAvailableCells() > 1)
RandomWalk();
}
int CountSquareMazeNeighbours(int x, int z)
{
int count = 0;
for (int d = 0; d < directions.Count; d++)
{
int nx = x + directions[d].x;
int nz = z + directions[d].z;
if (map[nx, nz] == 2)
{
count++;
}
}
return count;
}
int GetAvailableCells()
{
notUsed.Clear();
for (int z = 1; z < depth - 1; z++)
for (int x = 1; x < width - 1; x++)
{
if (CountSquareMazeNeighbours(x, z) == 0)
{
notUsed.Add(new MapLocation(x, z));
}
}
return notUsed.Count;
}
void RandomWalk()
{
List<MapLocation> inWalk = new List<MapLocation>();
int cx;
int cz;
int rstartIndex = Random.Range(0, notUsed.Count);
cx = notUsed[rstartIndex].x;
cz = notUsed[rstartIndex].z;
inWalk.Add(new MapLocation(cx, cz));
int loop = 0;
bool validPath = false;
while (cx > 0 && cx < width - 1 && cz > 0 && cz < depth - 1 && loop < 5000 && !validPath)
{
map[cx, cz] = 0;
if (CountSquareMazeNeighbours(cx, cz) > 1)
break;
int rd = Random.Range(0, directions.Count);
int nx = cx + directions[rd].x;
int nz = cz + directions[rd].z;
if (CountSquareNeighbours(nx, nz) < 2)
{
cx = nx;
cz = nz;
inWalk.Add(new MapLocation(cx, cz));
}
validPath = CountSquareMazeNeighbours(cx, cz) == 1;
loop++;
}
if (validPath)
{
map[cx, cz] = 0;
Debug.Log("PathFound");
foreach (MapLocation m in inWalk)
{
map[m.x, m.z] = 2;
}
inWalk.Clear();
}
else
{
foreach (MapLocation m in inWalk)
map[m.x, m.z] = 1;
inWalk.Clear();
}
}
}

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