# 【UNITY教程 学习】2D Roguelike tutorial学习

1. Setup and Assets

2.Level Generation

Writing the Board Manager

        [Serializable]
public class Count
{
public int minimum;             //Minimum value for our Count class.
public int maximum;             //Maximum value for our Count class.

//Assignment constructor.
public Count (int min, int max)
{
minimum = min;
maximum = max;
}
}

public int columns = 8;                             //Number of columns in our game board.
public int rows = 8;                                //Number of rows in our game board.
public Count wallCount = new Count (5, 9);          //Lower and upper limit for our random number of walls per level.
public Count foodCount = new Count (1, 5);          //Lower and upper limit for our random number of food items per level.
public GameObject exit;                             //Prefab to spawn for exit.
public GameObject[] floorTiles;                     //Array of floor prefabs.
public GameObject[] wallTiles;                      //Array of wall prefabs.
public GameObject[] foodTiles;                      //Array of food prefabs.
public GameObject[] enemyTiles;                     //Array of enemy prefabs.
public GameObject[] outerWallTiles;                 //Array of outer tile prefabs.

public变量，用于在对应的GameObject里面便于改动一些值（如columns、rows），这样可以提高代码的可重用性。

        private Transform boardHolder;                                  //A variable to store a reference to the transform of our Board object.
private List <Vector3> gridPositions = new List <Vector3> ();   //A list of possible locations to place tiles.

1)InitialiseList ()

        //Clears our list gridPositions and prepares it to generate a new board.
void InitialiseList ()
{
//Clear our list gridPositions.
gridPositions.Clear ();

//Loop through x axis (columns).
for(int x = 1; x < columns-1; x++)
{
//Within each column, loop through y axis (rows).
for(int y = 1; y < rows-1; y++)
{
//At each index add a new Vector3 to our list with the x and y coordinates of that position.
}
}
}

2)BoardSetup ()

②Instantiate (toInstantiate, new Vector3 (x, y, 0f), Quaternion.identity) as GameObject;
as GameObject 这小段是因为直接Instantiate的结果是Object，需要转换为GameObject。
③instance.transform.SetParent (boardHolder);

        //Sets up the outer walls and floor (background) of the game board.
void BoardSetup ()
{
//Instantiate Board and set boardHolder to its transform.
boardHolder = new GameObject ("Board").transform;

//Loop along x axis, starting from -1 (to fill corner) with floor or outerwall edge tiles.
for(int x = -1; x < columns + 1; x++)
{
//Loop along y axis, starting from -1 to place floor or outerwall tiles.
for(int y = -1; y < rows + 1; y++)
{
//Choose a random tile from our array of floor tile prefabs and prepare to instantiate it.
GameObject toInstantiate = floorTiles[Random.Range (0,floorTiles.Length)];

//Check if we current position is at board edge, if so choose a random outer wall prefab from our array of outer wall tiles.
if(x == -1 || x == columns || y == -1 || y == rows)
toInstantiate = outerWallTiles [Random.Range (0, outerWallTiles.Length)];

//Instantiate the GameObject instance using the prefab chosen for toInstantiate at the Vector3 corresponding to current grid position in loop, cast it to GameObject.
GameObject instance =
Instantiate (toInstantiate, new Vector3 (x, y, 0f), Quaternion.identity) as GameObject;

//Set the parent of our newly instantiated object instance to boardHolder, this is just organizational to avoid cluttering hierarchy.
instance.transform.SetParent (boardHolder);
}
}
}

3)Vector3 RandomPosition ()

        //RandomPosition returns a random position from our list gridPositions.
Vector3 RandomPosition ()
{
//Declare an integer randomIndex, set it's value to a random number between 0 and the count of items in our List gridPositions.
int randomIndex = Random.Range (0, gridPositions.Count);

//Declare a variable of type Vector3 called randomPosition, set it's value to the entry at randomIndex from our List gridPositions.
Vector3 randomPosition = gridPositions[randomIndex];

//Remove the entry at randomIndex from the list so that it can't be re-used.
gridPositions.RemoveAt (randomIndex);

//Return the randomly selected Vector3 position.
return randomPosition;
}

4)LayoutObjectAtRandom (GameObject[] tileArray, int minimum, int maximum)

        //LayoutObjectAtRandom accepts an array of game objects to choose from along with a minimum and maximum range for the number of objects to create.
void LayoutObjectAtRandom (GameObject[] tileArray, int minimum, int maximum)
{
//Choose a random number of objects to instantiate within the minimum and maximum limits
int objectCount = Random.Range (minimum, maximum+1);

//Instantiate objects until the randomly chosen limit objectCount is reached
for(int i = 0; i < objectCount; i++)
{
//Choose a position for randomPosition by getting a random position from our list of available Vector3s stored in gridPosition
Vector3 randomPosition = RandomPosition();

//Choose a random tile from tileArray and assign it to tileChoice
GameObject tileChoice = tileArray[Random.Range (0, tileArray.Length)];

//Instantiate tileChoice at the position returned by RandomPosition with no change in rotation
Instantiate(tileChoice, randomPosition, Quaternion.identity);
}
}

5)public void SetupScene (int level)
public主函数，用于被GameManager调用，根据所给level生成关卡。

        //SetupScene initializes our level and calls the previous functions to lay out the game board
public void SetupScene (int level)
{
//Creates the outer walls and floor.
BoardSetup ();

//Reset our list of gridpositions.
InitialiseList ();

//Instantiate a random number of wall tiles based on minimum and maximum, at randomized positions.
LayoutObjectAtRandom (wallTiles, wallCount.minimum, wallCount.maximum);

//Instantiate a random number of food tiles based on minimum and maximum, at randomized positions.
LayoutObjectAtRandom (foodTiles, foodCount.minimum, foodCount.maximum);

//Determine number of enemies based on current level number, based on a logarithmic progression
int enemyCount = (int)Mathf.Log(level, 2f);

//Instantiate a random number of enemies based on minimum and maximum, at randomized positions.
LayoutObjectAtRandom (enemyTiles, enemyCount, enemyCount);

//Instantiate the exit tile in the upper right hand corner of our game board
Instantiate (exit, new Vector3 (columns - 1, rows - 1, 0f), Quaternion.identity);
}

    ①Serializable 使该GameObject 中被Serializable修饰的属性类在GameObject里面显示为一个由该类的实例为父对象的一个树结构，且该类的不同实例共用此类中定义的变量名。
使用Serializable使需要
1.先using System然后再在属性类前写[Serializable]。
2.直接在属性类前写[System.Serializable]。
②Random.Range(min，max)方法对于float型变量其min和max都是inclusive的；而对于int型变量则是min为inclusive、max为exclusive，所以需要注意。