Forest dungeon chunks

This commit is contained in:
Pedro Gomes 2025-02-09 11:56:44 +00:00
parent 1d6c55832d
commit 7126469d3c
75 changed files with 254671 additions and 622 deletions

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View File

@ -82,26 +82,30 @@ public class ChunkConnectionRegistry : MonoBehaviour
private void OnValidate()
{
#if UNITY_EDITOR
FillPrefabList(ref basicDungeonPrefabs, dungeonSubFolder);
FillPrefabList(ref basicForestPrefabs, forestSubFolder);
//FillPrefabList(basicDungeonPrefabs, dungeonSubFolder);
//
//FillPrefabList(basicForestPrefabs, forestSubFolder);
#endif
}
#if UNITY_EDITOR
private void FillPrefabList(ref List<GameObject> prefabs, string subFolder)
private void FillPrefabList(List<GameObject> prefabs, string subFolder)
{
if (prefabs == null) return;
// Load only assets from the "ChunkConnections" subfolder inside Resources
foreach (ChunkConnectionData chunkPrefab in Resources.LoadAll<ChunkConnectionData>(subFolder))
{
Debug.Log("Pre-Contains");
if (prefabs.Contains(chunkPrefab.gameObject))
continue;
Debug.Log("Post-Contains");
prefabs.Add(chunkPrefab.gameObject);
}
prefabs.Sort((x, y) => y.GetComponent<ChunkConnectionData>().Weight
.CompareTo(x.GetComponent<ChunkConnectionData>().Weight));
//prefabs.Sort((x, y) => y.GetComponent<ChunkConnectionData>().Weight
// .CompareTo(x.GetComponent<ChunkConnectionData>().Weight));
}
#endif
@ -150,7 +154,8 @@ public enum Direction
public enum MapType
{
Dungeon,
Forest
Forest,
Count
//Cave,
//Ice,
//Lava

View File

@ -293,7 +293,7 @@ public class WFCGenerator : MonoBehaviour
private async void InitializeGrid()
{
grid = new WaveCell[gridWidth, gridHeight];
var allPrefabs = chunkCompatibilityMatrix.GetPrefabSet(MapType.Dungeon);
var allPrefabs = chunkCompatibilityMatrix.GetPrefabSet((MapType)UnityEngine.Random.Range(0, (int)MapType.Count));
// First pass: Initialize all cells
for (int x = 0; x < gridWidth; x++)