• 随机世界生成2


    1.可以用柏林算法生成上下起伏的2d地表(自己改下就行)

    https://blog.csdn.net/u010019717/article/details/72673225

    2.看起来不错

    https://indienova.com/indie-game-development/procedural-content-generation-tile-based-random-cave-map/

    作者改进 https://blog.csdn.net/lly20000/article/details/76764629

    3.unity提供的

    https://blog.csdn.net/l773575310/article/details/72803191

    5.随机多边形地图生成

    https://blog.csdn.net/liqiang981/article/details/76522508

     4.2d游戏水流动算法

    https://indienova.com/indie-game-development/grid-based-water-simulation/

    【基于2自己写了个】

    (用之前文章代码改的 https://www.cnblogs.com/sanyejun/p/9298592.html)

    (代码没整理比较乱,复制粘贴就能用)

    鼠标左键销毁格子

    右键生成格子

    Q键平滑洞穴

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.Tilemaps;
    
    public class CreateTileMap : MonoBehaviour {
    
        public Tilemap tilemap;//引用的Tilemap
        public Tile baseTile;//使用的最基本的Tile,我这里是白色块,然后根据数据设置不同颜色生成不同Tile
        Tile[] arrTiles;//生成的Tile数组
    
        int[,] mapArray;
    
        void Awake()
        {
            //ins = this;
        }
        void Start()
        {
            
            StartCoroutine(InitData());
        }
        void Update()
        {
            //销毁墙体
            if (Input.GetMouseButtonDown(0))
            {
                Vector3 mousePosition = Input.mousePosition;
                Vector3 wordPosition = Camera.main.ScreenToWorldPoint(mousePosition);
                Vector3Int cellPosition = tilemap.WorldToCell(wordPosition);
                //tilemap.SetTile(cellPosition, gameUI.GetSelectColor().colorData.mTile);
                TileBase tb = tilemap.GetTile(cellPosition);
                if (tb == null)
                {
                    return;
                }
                //tb.hideFlags = HideFlags.None;
                Debug.Log("鼠标坐标" + mousePosition + "世界" + wordPosition + "cell" + cellPosition + "tb" + tb.name);
                //某个地方设置为空,就是把那个地方小格子销毁了
                tilemap.SetTile(cellPosition, null);
                //tilemap.RefreshAllTiles();
            }
    
            //空白地方创造墙体
            if (Input.GetMouseButtonDown(1))
            {
                Vector3 mousePosition = Input.mousePosition;
                Vector3 wordPosition = Camera.main.ScreenToWorldPoint(mousePosition);
                Vector3Int cellPosition = tilemap.WorldToCell(wordPosition);
                //tilemap.SetTile(cellPosition, gameUI.GetSelectColor().colorData.mTile);
                TileBase tb = tilemap.GetTile(cellPosition);
                if (tb != null)
                {
                    return;
                }
                //tb.hideFlags = HideFlags.None;
                //Debug.Log("鼠标坐标" + mousePosition + "世界" + wordPosition + "cell" + cellPosition + "tb" + tb.name);
                //格子填充
                tilemap.SetTile(cellPosition, baseTile);
                //tilemap.RefreshAllTiles();
            }
    
            //再次平滑洞穴
            if (Input.GetKeyDown(KeyCode.Q))
            {
                StartCoroutine(PingHua(levelW, levelH));
            }
        }
    
        //大地图宽高
        int levelW = 100;
        int levelH = 100;
    
        /// <summary>
        /// 地图生成
        /// </summary>
        /// <returns></returns>
        IEnumerator InitData()
        {
    
            mapArray = new int[levelW, levelH];
    
            int colorCount = 6;
            arrTiles = new Tile[colorCount];
            for (int i = 0; i < colorCount; i++)
            {
                //想做生命墙,需要自己做个数据层,对应索引id就行
                arrTiles[i] = ScriptableObject.CreateInstance<Tile>();//创建Tile,注意,要使用这种方式
                arrTiles[i].sprite = baseTile.sprite;
                arrTiles[i].color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f), 1);
            }
            for (int i = 0; i < levelH; i++)
            {//这里就是设置每个Tile的信息了
                for (int j = 0; j < levelW; j++)
                {
                    //50%概率
                    if (Random.value < 0.5f)
                    {
                        tilemap.SetTile(new Vector3Int(j, i, 0), arrTiles[Random.Range(0, arrTiles.Length)]);
                        mapArray[i, j] = 1;
                    }
                    else
                    {
                        tilemap.SetTile(new Vector3Int(j, i, 0), null);
                        mapArray[i, j] = 0;
                    }
                    //tilemap.SetTile(new Vector3Int(j, i, 0), arrTiles[Random.Range(0, arrTiles.Length)]);
                }
                yield return null;
            }
    
            StartCoroutine(PingHua(levelH, levelW));
    
            while (true)
            {
                yield return new WaitForSeconds(2);
                // int colorIdx = Random.Range(0, colorCount);//前面这个是随机将某个块的颜色改变,然后让Tilemap更新,主要用来更新Tile的变化
                // arrTiles[colorIdx].color = new Color(Random.Range(0f, 1f), Random.Range(0f,1f), Random.Range(0f, 1f), 1);
                // tilemap.RefreshAllTiles();
    
                Color c = tilemap.color;//这里是改变Tilemap的颜色,尝试是否可以整体变色
                c.a -= Time.deltaTime;
                tilemap.color = c;
            }
        }
    
        /// <summary>
        /// 生成平滑洞穴
        /// </summary>
        /// <param name="levelH"></param>
        /// <param name="levelW"></param>
        /// <returns></returns>
        public IEnumerator PingHua(int levelH, int levelW)
        {
            for (int i = 0; i < levelH; i++)
            {//这里就是设置每个Tile的信息了
                for (int j = 0; j < levelW; j++)
                {
                    if (i !=0 && j != 0 && i != levelH -1 && j != levelW -1)
                    {
                        int wuti = mapArray[i, j];
                        int c = GetCount(i, j);
                        if (wuti == 1)
                        {
                            mapArray[i, j] = (c >= 4) ? 1 : 0;
                        }
                        else if (wuti == 0)
                        {
                            mapArray[i, j] = (c >= 5) ? 1 : 0;
                        }
                        //draw
                        if (mapArray[i, j] == 1)
                        {
                            tilemap.SetTile(new Vector3Int(j, i, 0), baseTile);
                        }
                        else
                        {
                            tilemap.SetTile(new Vector3Int(j, i, 0), null);
                        }
                    }
                }
                yield return null;
            }
        }
    
        public int GetCount(int i ,int j)
        {
            int x1 = mapArray[i - 1, j - 1];
            int x2 = mapArray[i - 1, j];
            int x3 = mapArray[i, j - 1];
            int x4 = mapArray[i + 1, j +1];
            int x5 = mapArray[i + 1, j];
            int x6 = mapArray[i, j + 1];
            int x7 = mapArray[i - 1, j + 1];
            int x8 = mapArray[i + 1, j - 1];
            return x1 + x2 + x3 + x4 + x5 + x6 + x7 + x8;
        }
    }

    ---------------------------2018年12月05日13:27:12--------------------------

    随机地图生成器,非常强大   

    WaveFunctionCollapse

    https://github.com/mxgmn/WaveFunctionCollapse

    https://cowlevel.net/article/1964746

    -------------------------------2018年12月05日13:32:28------------------------------

    体素地图编辑器:

    Voxel Terrain ,自带网格合并

    https://blog.csdn.net/qq_37125419/article/details/78339771

    =========================2d随机地图生成========================

    https://github.com/UnityTechnologies/ProceduralPatterns2D

    -------------------------------元气骑士地图生成系统-------------------------------------

    https://connect.unity.com/p/30fen-zhong-jian-yi-fu-ke-yuan-qi-qi-shi-di-tu-sheng-cheng-xi-tong?app=true

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  • 原文地址:https://www.cnblogs.com/sanyejun/p/9307003.html
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