The Manual
A short description of what ProD does and how it does it.
What do these scripts do?
This
package supplies you with several scripts that help you create procedurally
generated maps using a grid system. Here’s a short overview of what the scripts
do:
BaseGenerator.cs – This is the mother
script to all generator scripts. It holds common methods other generator
scripts use.
CameraManager.cs – This is an additional
script that may be place on a camera. It will tweak an ortographic camera to
cover all of the map upon request. It is referenced and used by Generator scripts.
You may furhter expand this script to suit your project’s needs or disable it
completely if you don’t want the camera to resize.
CavernGenerator.cs – This is an extra script
that comes with the package. It allows you create cavern formations. In case
you wish to have a cavern map to play in, you may use this script.
Cell.cs – This is a script that
is placed on every cell. It contains information about its own properties such
as its address, type and material. There is already a designated prefab for
this script in Assets/Resources folder. This prefab is used by Generator
scripts for tiling the map.
CellManager.cs – This is a script that
holds all cell types and their material types.
DirectionManager.cs – This script gives an
object 4 directions and ability to alter them for navigation. These directions
are used by the generator maps and especially by maze algorithms for traversing
the map.
DungeonGenerator.cs – This is the main script
that contains all algorithms for creating a dungeon map. It will create a 2-D
array that contains all map information. This array has references to Cell.cs
scripts that make up the rooms, corridors, doors, stairs and all other types of
cells. During the execution of this script, it will materialize the map and
create game objects in world space using the cell prefab in resources. All
information on the map is stored in a mapArray and available for use outside
this script.
MazeGenerator.cs – This is an isolated
part of DungeonGenerator.cs. This script will create a maze that connects every
odd tile to one another in the map. In case you wish to have only a maze and
not a dungeon with rooms, you may use this script.
PlayerMovement.cs – This is an extra
template script for you to be able to move a player in the map.
PlayerStats.cs – This is an extra
template script for assigning attributes to your player.
VisualGenerator.cs – This script is another
version of DungeonGenerator.cs. The script is made up of co-routines that will
run the map generation by using yield statements. This way developers may
observe the creation of the map in real-time.
How do I use this package in my project?
1 -
First and foremost, we recommend that you open the TestScene and press Play.
You may initiate a map by pressing the Generate
Dungeon button on DungeonGenerator
game object only when you are in Play mode. We advise you to play with the
values in DungeonGenerator.cs script
attached to the DungeonGenerator
game object.
2
- To integrate this system to your own project you may set new variables by
calling SetMapProperty() and then
call the InitDungeon() method to
materialize the map. You may also use the Get methods for mapArray and/or mapArrayInString
variables for your own materialization script you may wish to use. At the
moment we supply you with the map generation only, however we hope to expand on
this package and bring you more on future updates.
No comments:
Post a Comment