11 KiB
11 KiB
using System.Collections.Generic; using Unity.AI.Navigation; using UnityEngine; using UnityEngine.AI;
public class ProceduralMapGenerator : MonoBehaviour { [Header("生成配置")] public int seed = 12345; public int maxPieces = 20; public float gridSize = 2.0f;
[Header("预制体库")]
public List<GameObject> mapPiecePrefabs = new List<GameObject>();
public GameObject wallPiecePrefab; // 封口模块
[Header("后处理")]
public bool enableMeshCombining = true;
public bool enableNavMesh = true;
[Header("调试")]
public bool showDebugGizmos = true;
// 内部状态
private Dictionary<Vector3Int, GameObject> placedPieces = new Dictionary<Vector3Int, GameObject>();
private List<ConnectionPoint> openConnections = new List<ConnectionPoint>();
private System.Random random;
private Transform mapRoot;
void Start()
{
GenerateMap();
}
[ContextMenu("生成地图")]
public void GenerateMap()
{
ClearMap();
InitializeRandom();
// 创建地图根对象
mapRoot = new GameObject("GeneratedMap").transform;
mapRoot.SetParent(transform);
// 选择起始模块
PlaceStartPiece();
// 主生成循环
GenerateLoop();
// 后处理
if (enableMeshCombining)
CombineMeshes();
if (enableNavMesh)
BuildNavMesh();
}
[ContextMenu("清除地图")]
public void ClearMap()
{
if (mapRoot != null)
DestroyImmediate(mapRoot.gameObject);
placedPieces.Clear();
openConnections.Clear();
}
private void InitializeRandom()
{
random = new System.Random(seed);
}
private void PlaceStartPiece()
{
// 查找起始模块e
GameObject startPrefab = null;
foreach (var prefab in mapPiecePrefabs)
{
var piece = prefab.GetComponent<MapPiece>();
if (piece != null && piece.isStartPiece)
{
startPrefab = prefab;
break;
}
}
if (startPrefab == null && mapPiecePrefabs.Count > 0)
{
startPrefab = mapPiecePrefabs[0];
}
if (startPrefab == null)
{
Debug.LogError("没有可用的起始模块预制体!");
return;
}
// 实例化起始模块
var startPiece = Instantiate(startPrefab, Vector3.zero, Quaternion.identity, mapRoot);
var mapPiece = startPiece.GetComponent<MapPiece>();
// 记录位置
Vector3Int gridPos = WorldToGrid(Vector3.zero);
placedPieces[gridPos] = startPiece;
// 添加所有连接点到开放列表
openConnections.AddRange(mapPiece.GetAvailableConnectionPoints());
Debug.Log($"放置起始模块: {mapPiece.pieceName} 在位置 {gridPos}");
}
private void GenerateLoop()
{
int attempts = 0;
int maxAttempts = maxPieces * 3; // 最大尝试次数
while (openConnections.Count > 0 && placedPieces.Count < maxPieces && attempts < maxAttempts)
{
attempts++;
// 从开放列表中取出一个连接点
var connection = openConnections[0];
openConnections.RemoveAt(0);
// 尝试放置新模块
if (TryPlacePieceAtConnection(connection))
{
Debug.Log($"成功放置第 {placedPieces.Count} 个模块");
}
else
{
// 放置失败,放置封口模块
PlaceWallPiece(connection);
}
}
Debug.Log($"生成完成!共放置 {placedPieces.Count} 个模块,尝试次数: {attempts}");
}
private bool TryPlacePieceAtConnection(ConnectionPoint connection)
{
// 获取连接点的世界位置和方向
Vector3 worldPos = connection.localPosition; // 这里需要修正,应该从父对象获取
Vector3 worldDir = connection.localDirection;
// 计算新模块的位置
Vector3 newPiecePos = worldPos + worldDir * gridSize;
Vector3Int gridPos = WorldToGrid(newPiecePos);
// 检查位置是否已被占用
if (placedPieces.ContainsKey(gridPos))
return false;
// 查找合适的预制体
var candidates = FindCandidatePieces(connection);
if (candidates.Count == 0)
return false;
// 随机选择一个候选
GameObject selectedPrefab = candidates[random.Next(candidates.Count)];
// 计算旋转(使新模块的连接点与当前连接点对齐)
Quaternion rotation = Quaternion.LookRotation(-worldDir, Vector3.up);
// 实例化新模块
var newPiece = Instantiate(selectedPrefab, newPiecePos, rotation, mapRoot);
var newMapPiece = newPiece.GetComponent<MapPiece>();
// 检查碰撞
if (CheckCollision(newPiece))
{
DestroyImmediate(newPiece);
return false;
}
// 记录位置
placedPieces[gridPos] = newPiece;
// 添加新模块的连接点到开放列表(除了与当前连接点匹配的那个)
var newConnections = newMapPiece.GetAvailableConnectionPoints();
foreach (var newConn in newConnections)
{
// 简单的方向检查,避免添加反向连接
Vector3 newWorldDir = newPiece.transform.TransformDirection(newConn.localDirection);
if (Vector3.Dot(newWorldDir, worldDir) < -0.5f) // 大致相反方向
continue;
openConnections.Add(newConn);
}
return true;
}
private List<GameObject> FindCandidatePieces(ConnectionPoint connection)
{
var candidates = new List<GameObject>();
foreach (var prefab in mapPiecePrefabs)
{
var mapPiece = prefab.GetComponent<MapPiece>();
if (mapPiece == null) continue;
// 简单的风格匹配(可扩展)
if (mapPiece.style != connection.style && connection.style != "default")
continue;
candidates.Add(prefab);
}
return candidates;
}
private void PlaceWallPiece(ConnectionPoint connection)
{
if (wallPiecePrefab == null) return;
Vector3 worldPos = connection.localPosition;
Vector3 worldDir = connection.localDirection;
Vector3 wallPos = worldPos + worldDir * gridSize * 0.5f;
Vector3Int gridPos = WorldToGrid(wallPos);
if (!placedPieces.ContainsKey(gridPos))
{
var wallPiece = Instantiate(wallPiecePrefab, wallPos, Quaternion.LookRotation(-worldDir), mapRoot);
placedPieces[gridPos] = wallPiece;
}
}
private bool CheckCollision(GameObject piece)
{
var collider = piece.GetComponent<Collider>();
if (collider == null) return false;
// 简单的重叠检测
var bounds = collider.bounds;
foreach (var placedPiece in placedPieces.Values)
{
var placedCollider = placedPiece.GetComponent<Collider>();
if (placedCollider != null && placedCollider.bounds.Intersects(bounds))
return true;
}
return false;
}
private Vector3Int WorldToGrid(Vector3 worldPos)
{
return new Vector3Int(
Mathf.RoundToInt(worldPos.x / gridSize),
Mathf.RoundToInt(worldPos.y / gridSize),
Mathf.RoundToInt(worldPos.z / gridSize)
);
}
private void CombineMeshes()
{
// 简单的网格合并实现
var meshFilters = mapRoot.GetComponentsInChildren<MeshFilter>();
if (meshFilters.Length == 0) return;
// 按材质分组合并
var combineInstances = new List<CombineInstance>();
var materials = new List<Material>();
foreach (var meshFilter in meshFilters)
{
if (meshFilter.sharedMesh == null) continue;
var renderer = meshFilter.GetComponent<MeshRenderer>();
if (renderer == null || renderer.sharedMaterial == null) continue;
var combine = new CombineInstance
{
mesh = meshFilter.sharedMesh,
transform = meshFilter.transform.localToWorldMatrix
};
combineInstances.Add(combine);
// 禁用原始渲染器
renderer.enabled = false;
}
if (combineInstances.Count > 0)
{
// 创建合并的网格对象
var combinedObject = new GameObject("CombinedMesh");
combinedObject.transform.SetParent(mapRoot);
var combinedFilter = combinedObject.AddComponent<MeshFilter>();
var combinedRenderer = combinedObject.AddComponent<MeshRenderer>();
// 合并网格
var combinedMesh = new Mesh();
combinedMesh.CombineMeshes(combineInstances.ToArray());
combinedFilter.sharedMesh = combinedMesh;
// 设置材质(使用第一个材质)
if (materials.Count > 0)
combinedRenderer.sharedMaterial = materials[0];
Debug.Log($"网格合并完成,合并了 {combineInstances.Count} 个网格");
}
}
private void BuildNavMesh()
{
var navMeshSurface = mapRoot.gameObject.GetComponent<NavMeshSurface>();
if (navMeshSurface == null)
navMeshSurface = mapRoot.gameObject.AddComponent<NavMeshSurface>();
navMeshSurface.BuildNavMesh();
Debug.Log("NavMesh 生成完成");
}
private void OnDrawGizmos()
{
if (!showDebugGizmos) return;
// 绘制已放置模块的网格位置
Gizmos.color = Color.blue;
foreach (var kvp in placedPieces)
{
Vector3 worldPos = GridToWorld(kvp.Key);
Gizmos.DrawWireCube(worldPos, Vector3.one * gridSize * 0.8f);
}
// 绘制开放连接点
Gizmos.color = Color.red;
foreach (var connection in openConnections)
{
Vector3 worldPos = connection.localPosition;
Gizmos.DrawSphere(worldPos, 0.2f);
}
}
private Vector3 GridToWorld(Vector3Int gridPos)
{
return new Vector3(gridPos.x * gridSize, gridPos.y * gridSize, gridPos.z * gridSize);
}
}