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| using System.Collections; using System.Collections.Generic; using UnityEngine;
#if UNITY_EDITOR using UnityEditor; #endif
[ExecuteInEditMode] public class CellularAutomataCave : MonoBehaviour { public enum NeighbourType { Live, Dead, Keep }
public int width = 128; public int height = 128;
[Range(0, 100)] public int fillPercent = 50; [Range(0, 100)] public int seed = 0; [Range(0, 10)] public int smoothIteration = 1; public bool solidBoard = true; public bool smooth = false; [Label("邻居为4时")] public NeighbourType neighbourType = NeighbourType.Keep;
private int[,] m_map;
void OnEnable() { GenerateMap(); }
public void GenerateMap() { FillRandomMap(); if (smooth) { for (int i = 0; i < smoothIteration; i++) { SmoothMap(); } } }
void FillRandomMap() { m_map = new int[width, height]; var rnd = new System.Random(seed); for (int x = 0; x < width; ++x) { for (int y = 0; y < height; ++y) { bool board = (x == 0 || x == width - 1 || y == 0 || y == height - 1); if (solidBoard && board) { m_map[x, y] = 1; } else { m_map[x, y] = (rnd.Next(0, 100) < fillPercent) ? 1 : 0; } } } }
int GetNeighbourCount(int idx, int idy) { int count = 0; for (int x = idx - 1; x <= idx + 1; x++) { for (int y = idy - 1; y <= idy + 1; y++) { if (x >= 0 && y >= 0 && x < width && y < height) { if (x != idx || y != idy) { count += m_map[x, y]; } } else { count++; } } }
return count; }
void SmoothMap() { int[,] nextMap = new int[width, height]; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { int count = GetNeighbourCount(x, y); if (count > 4) nextMap[x, y] = 1; else if (count == 4) { switch (neighbourType) { case NeighbourType.Live: nextMap[x, y] = 1; break; case NeighbourType.Dead: nextMap[x, y] = 0; break; case NeighbourType.Keep: nextMap[x, y] = m_map[x, y]; break; } } else nextMap[x, y] = 0; } }
m_map = nextMap; }
void OnDrawGizmos() { for (int x = 0; x < width; ++x) { for (int y = 0; y < height; ++y) { Gizmos.color = (m_map[x, y] == 0) ? Color.black : Color.white; Vector3 pos = new Vector3(x + 0.5f - width / 2.0f, 0, y + 0.5f - height / 2.0f); Gizmos.DrawCube(pos, Vector3.one); } } }
#if UNITY_EDITOR
[CustomEditor(typeof(CellularAutomataCave))] public class CellularAutomataCaveEditor : Editor { public override void OnInspectorGUI() { var cellularAutomataCave = target as CellularAutomataCave; if (!cellularAutomataCave) return;
if (DrawDefaultInspector()) { cellularAutomataCave.GenerateMap(); }
if (GUILayout.Button("Update", GUILayout.MaxWidth(100))) { cellularAutomataCave.GenerateMap(); } } } #endif }
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