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DTL.Shape.SimpleRogueLike (形状クラス)
sitRyo edited this page Jan 15, 2020
·
5 revisions
namespace DTL.Shape {
public class SimpleRogueLike
}
SimpleRogueLike
とは "部屋の数, 部屋の大きさ, ランダム値を指定することでシンプルなローグライクダンジョンを生成する" 機能を持つクラスである。
DTL.Range.RectBaseSimpleRogueLike<TDerived> → SiimpleRogueLike
// (1)
SimpleRogueLike()
// (2)
SimpleRogueLike(int roomVaue)
// (3)
SimpleRogueLike(int roomValue, int roadValue)
// (4)
SimpleRogueLike(int roomValue, int roadValue, uint divisionMin, uint divisionRandMax, uint roomMinX, uint roomRandMaxX, uint roomMinY, uint roomRandMaxY)
// (5)
SimpleRogueLike(DTL.Base.Coordinate2DimensionalAndLength2DimensionalmatrixRange matrixRange)
// (6)
SimpleRogueLike(DTL.Base.Coordinate2DimensionalAndLength2DimensionalmatrixRange matrixRange, int roomVaue)
// (7)
SimpleRogueLike(DTL.Base.Coordinate2DimensionalAndLength2DimensionalmatrixRange matrixRange, int roomValue, int roadValue)
// (8)
SimpleRogueLike(DTL.Base.Coordinate2DimensionalAndLength2DimensionalmatrixRange matrixRange, int roomValue, int roadValue, uint divisionMin, uint divisionRandMax, uint roomMinX, uint roomRandMaxX, uint roomMinY, uint roomRandMaxY)
説明 |
---|
(1) 空のSimpleRogueLikeのインスタンスを生成する。 |
(2), (3) 描画値を指定したSimpleRogueLikeのインスタンスを生成する。 |
(4) 描画値と部屋の数, 部屋の数の幅, 部屋の大きさの最小XY, 部屋の大きさの幅XYを指定したSimpleRogueLikeのインスタンスを生成する。 |
(5) ~ (8) それぞれ描画範囲が追加されたコンストラクタ。 |
Name | Accessibility | Descriptions | Version |
---|---|---|---|
uint startX | public get, protected set | 描画の開始点X | v0.1.0 |
uint startY | public get, protected set | 描画の開始点Y | v0.1.0 |
uint width | public get, protected set | 描画横幅W | v0.1.0 |
uint height | public get, protected set | 描画縦幅H | v0.1.0 |
int roomValue | public get, protected set | 部屋の値 | v0.1.0 |
int roadValue | public get, protected set | 道の値 | v0.1.0 |
uint divisionMin | public get, protected set | 部屋生成候補数の最小値 | v0.1.0 |
uint divisionRandMax | divisionの振れ幅 | v0.1.0 | |
uint roomMinX | public get, protected set | 部屋のX軸の最小値 | v0.1.0 |
uint roomRandMaxX | public get, protected set | roomMinXの振れ幅 | v0.1.0 |
uint roomMinY | public get, protected set | 部屋のY軸の最小値 | v0.1.0 |
uint roomRandMaxY | public get, protected set | roomMinYの振れ幅 | v0.1.0 |
Name | Descriptions | Version |
---|---|---|
GetPointX | 描画始点座標Xを取得 | v0.1.0 |
GetPointY | 描画始点座標Yを取得 | v0.1.0 |
GetWidth | 描画横幅Wを取得 | v0.1.0 |
GetHeight | 描画縦幅Hを取得 | v0.1.0 |
GetRoom | 部屋の値を取得 | v0.1.0 |
GetRoad | 道の値を取得 | v0.1.0 |
GetWay | 道の値を取得 | v0.1.0 |
GetValue | 部屋の値を取得 | v0.1.0 |
Name | Descriptions | Version |
---|---|---|
SetPointX | 描画始点座標Xを指定 | v0.1.0 |
SetPointY | 描画始点座標Yを指定 | v0.1.0 |
SetWidth | 描画横幅Wを指定 | v0.1.0 |
SetHeight | 描画縦幅Hを指定 | v0.1.0 |
SetPoint | 描画始点座標(X,Y)を指定 | v0.1.0 |
SetRange | 描画範囲(X,Y,W,H)を指定 | v0.1.0 |
SetRoom | 部屋の値を指定 | v0.1.0 |
SetRoad | 道の値を指定 | v0.1.0 |
SetWay | 道の値を指定 | v0.1.0 |
SetRogueLike | プロパティを指定 | v0.1.0 |
名前 | 説明 | 対応バージョン |
---|---|---|
ClearPointX | 描画始点座標Xを消去 | v0.1.0 |
ClearPointY | 描画始点座標Yを消去 | v0.1.0 |
ClearWidth | 描画横幅Wを消去 | v0.1.0 |
ClearHeight | 描画縦幅Hを消去 | v0.1.0 |
ClearPoint | 描画始点座標(X,Y)を消去 | v0.1.0 |
ClearRange | 描画範囲(X,Y,W,H)を消去 | v0.1.0 |
ClearRoom | 部屋の値を消去 | v0.1.0 |
ClearRoad | 道の値を消去 | v0.1.0 |
ClearWay | 道の値を消去 | v0.1.0 |
ClearValue | 部屋の値を消去 | v0.1.0 |
Clear | 描画値と描画範囲を削除 | v0.1.0 |
Name | Descriptions | Version |
---|---|---|
Draw(int[,]) | Matrixに描画する | v0.1.0 |
Create(int[,]) | Matrixに描画してMatrixを返す | v0.1.0 |
using DTL.Console;
using UnityEngine;
using DTL.Shape;
using RangeMatrix = DTL.Base.Coordinate2DimensionalAndLength2Dimensional;
public class GenerateSimpleRogueLikeDungeon : MonoBehaviour {
public int width = 60;
public int height = 60;
public uint divisionMin = 6;
public uint divisionRandMax = 4;
public uint roomMinX = 6;
public uint roomRandMaxX = 2;
public uint roomMinY = 6;
public uint roomRandMaxY = 2;
private SimpleRogueLike simpleRogueLike;
public GameObject Floor;
public GameObject Wall;
private void Start() {
int[,] matrix = new int[height, width];
simpleRogueLike
= new SimpleRogueLike(1, 2, divisionMin, divisionRandMax, roomMinX, roomRandMaxX, roomMinY, roomRandMaxY);
simpleRogueLike.Draw(matrix);
new OutputConsole().Draw(matrix);
DungeonInstantiate(matrix);
}
private void DungeonInstantiate(int[,] matrix) {
for (int i = 0; i < height; ++i) {
for (int j = 0; j < width; ++j) {
if (matrix[i, j] == 0) {
Instantiate(Wall, new Vector3(j, 0, i), Quaternion.identity);
} else {
Instantiate(Floor, new Vector3(j, 0, i), Quaternion.identity);
}
}
}
}
}
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Copyright (c) 2017-2019 Kasugaccho. Copyright (c) 2018-2019 As Project.
Distributed under the Boost Software License, Version 1.0.(See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)