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3596
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1748
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Assets/Steve/FPController.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class FPController : MonoBehaviour
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{
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public GameObject cam;
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public Animator anim;
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public AudioSource[] footsteps;
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public AudioSource jump;
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public AudioSource land;
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float speed = 0.1f;
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float Xsensitivity = 2;
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float Ysensitivity = 2;
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float MinimumX = -90;
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float MaximumX = 90;
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Rigidbody rb;
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CapsuleCollider capsule;
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Quaternion cameraRot;
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Quaternion characterRot;
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bool cursorIsLocked = true;
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bool lockCursor = true;
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float x;
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float z;
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bool playingWalking = false;
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bool previouslyGrounded = true;
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// Start is called before the first frame update
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void Start()
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{
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rb = this.GetComponent<Rigidbody>();
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capsule = this.GetComponent<CapsuleCollider>();
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cameraRot = cam.transform.localRotation;
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characterRot = this.transform.localRotation;
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}
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// Update is called once per frame
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.F))
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anim.SetBool("arm", !anim.GetBool("arm"));
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if (Mathf.Abs(x) > 0 || Mathf.Abs(z) > 0)
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{
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if (!anim.GetBool("walking"))
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{
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anim.SetBool("walking", true);
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InvokeRepeating("PlayFootStepAudio", 0, 0.4f);
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}
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}
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{
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anim.SetBool("walking", false);
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CancelInvoke("PlayFootStepAudio");
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playingWalking = false;
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}
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bool grounded = IsGrounded();
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if (Input.GetKeyDown(KeyCode.Space) && grounded)
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{
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rb.AddForce(0, 300, 0);
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jump.Play();
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if (anim.GetBool("walking"))
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{
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CancelInvoke("PlayFootStepAudio");
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playingWalking = false;
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}
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}
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else if (!previouslyGrounded && grounded)
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{
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land.Play();
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}
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previouslyGrounded = grounded;
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}
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void PlayFootStepAudio()
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{
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AudioSource audioSource = new AudioSource();
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int n = Random.Range(1, footsteps.Length);
|
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|
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audioSource = footsteps[n];
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audioSource.Play();
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footsteps[n] = footsteps[0];
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footsteps[0] = audioSource;
|
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playingWalking = true;
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}
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void FixedUpdate()
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{
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float yRot = Input.GetAxis("Mouse X") * Ysensitivity;
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float xRot = Input.GetAxis("Mouse Y") * Xsensitivity;
|
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|
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cameraRot *= Quaternion.Euler(-xRot, 0, 0);
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characterRot *= Quaternion.Euler(0, yRot, 0);
|
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|
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cameraRot = ClampRotationAroundXAxis(cameraRot);
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|
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this.transform.localRotation = characterRot;
|
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cam.transform.localRotation = cameraRot;
|
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|
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x = Input.GetAxis("Horizontal") * speed;
|
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z = Input.GetAxis("Vertical") * speed;
|
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|
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transform.position += this.transform.forward * z + cam.transform.right * x;
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UpdateCursorLock();
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}
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Quaternion ClampRotationAroundXAxis(Quaternion q)
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{
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q.x /= q.w;
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q.y /= q.w;
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q.z /= q.w;
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q.w = 1.0f;
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float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x);
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angleX = Mathf.Clamp(angleX, MinimumX, MaximumX);
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q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX);
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return q;
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}
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bool IsGrounded()
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{
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RaycastHit hitInfo;
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if (Physics.SphereCast(transform.position, capsule.radius/2f, Vector3.down, out hitInfo,
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(capsule.height / 2f) - capsule.radius + 0.1f))
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{
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return true;
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}
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return false;
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}
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void OnCollisionEnter(Collision col)
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{
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if (IsGrounded())
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{
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if (anim.GetBool("walking") && !playingWalking)
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{
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InvokeRepeating("PlayFootStepAudio", 0, 0.4f);
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}
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}
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}
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public void SetCursorLock(bool value)
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{
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lockCursor = value;
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if (!lockCursor)
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{
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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}
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public void UpdateCursorLock()
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{
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if (lockCursor)
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InternalLockUpdate();
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}
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public void InternalLockUpdate()
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{
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if (Input.GetKeyUp(KeyCode.Escape))
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cursorIsLocked = false;
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else if (Input.GetMouseButtonUp(0))
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cursorIsLocked = true;
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if (cursorIsLocked)
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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else if (!cursorIsLocked)
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{
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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}
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}
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142
Assets/Steve/Gloves.mat
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51
Assets/TEST CUA TUAN/Crawler.cs
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using System.Collections;
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7
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21
Assets/TEST CUA TUAN/Extensions.cs
Normal file
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using System.Collections;
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using System.Collections.Generic;
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public static class Extensions
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{
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public static void Shuffle<T>(this IList<T> list)
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99
Assets/TEST CUA TUAN/Maze.cs
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using System.Collections;
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{
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public virtual void Generate()
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{
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|
||||
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);
|
||||
}
|
||||
}
|
||||
11
Assets/TEST CUA TUAN/Maze.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1039d646c358a4bd5ac697b0446a2f7e
|
||||
MonoImporter:
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externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
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|
||||
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
39
Assets/TEST CUA TUAN/Prims.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
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++;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/TEST CUA TUAN/Prims.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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||||
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|
||||
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|
||||
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||||
assetBundleVariant:
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25
Assets/TEST CUA TUAN/Recursive.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/TEST CUA TUAN/Recursive.cs.meta
Normal file
@@ -0,0 +1,11 @@
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||||
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108
Assets/TEST CUA TUAN/Wilsons.cs
Normal file
@@ -0,0 +1,108 @@
|
||||
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();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/TEST CUA TUAN/Wilsons.cs.meta
Normal file
@@ -0,0 +1,11 @@
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