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public Image lake; + public Image river; public Image[] mapTiles; public void prepare(Dictionary tiles, GameObject currentTile) @@ -62,6 +64,18 @@ public class Map : MonoBehaviour case "TreeTile": color = forest.color; break; + case "RiverTile1": + color = river.color; + break; + case "RiverTile2": + color = river.color; + break; + case "RiverTile3": + color = river.color; + break; + case "LakeTile": + color = lake.color; + break; default: color = spawn.color; break; diff --git a/Assets/Scripts/NoiseGenerator.cs b/Assets/Scripts/NoiseGenerator.cs index 7f86e92..5170309 100644 --- a/Assets/Scripts/NoiseGenerator.cs +++ b/Assets/Scripts/NoiseGenerator.cs @@ -40,6 +40,30 @@ public class NoiseGenerator applyMesh(tile, vertices, mesh); } + public void applyRiverTileNoise(GameObject tile) + { + Mesh mesh = tile.GetComponent().mesh; + Vector3[] vertices = mesh.vertices; + float[] samples = calculateSamples(tile); + for (int i = 0; i < samples.Length; i++) + { + vertices[i].y = samples[i] * 7.5f; + } + applyMesh(tile, vertices, mesh); + } + + public void applyLakeTileNoise(GameObject tile) + { + Mesh mesh = tile.GetComponent().mesh; + Vector3[] vertices = mesh.vertices; + float[] samples = calculateSamples(tile); + for (int i = 0; i < samples.Length; i++) + { + vertices[i].y = samples[i] * 7.5f; + } + applyMesh(tile, vertices, mesh); + } + public void applyCityTileNoise(GameObject tile) { //Currently no noise. (Objects floating) diff --git a/Assets/Scripts/WorldGenerator.cs b/Assets/Scripts/WorldGenerator.cs index 5364a51..612ec3c 100644 --- a/Assets/Scripts/WorldGenerator.cs +++ b/Assets/Scripts/WorldGenerator.cs @@ -7,7 +7,10 @@ using UnityEngine.UI; public class WorldGenerator : MonoBehaviour { public GameObject player; - public GameObject[] prefabs; + public GameObject[] prefabsHighProbability; // 50% + public GameObject[] prefabsMiddleProbability; // 35% + public GameObject[] prefabsLowProbability; // 10% + public GameObject[] prefabsLowestProbability; // 5% Dictionary tiles; GameObject currentTile; List renderedTiles; @@ -81,48 +84,30 @@ public class WorldGenerator : MonoBehaviour Vector3 pos = currentTile.GetComponent().needConnectedTile(playerX, playerZ); if (!tiles.ContainsKey(pos) && pos.y == 0) { - int index; int chance = rand.Next(1,101); - - while (true) + GameObject[] usedArray; + if (chance > 50) { - if (chance < 50) - { - index = 0; - } - else if (chance >= 50 && chance < 70) - { - index = 1; - } - else if (chance >= 70 && chance < 90) - { - index = 2; - } - else - { - index = 3; - } - - if (index == 3) - { - if (cityAmount > 0) - { - cityAmount--; - break; - } - else - { - chance = rand.Next(1, 101); - } - } - else - { - break; - } + usedArray = prefabsHighProbability; } + else if (chance > 15 && chance <= 50) + { + usedArray = prefabsMiddleProbability; + } + else if (chance > 5 && chance <= 15) + { + usedArray = prefabsLowProbability; + } + else + { + usedArray = prefabsLowestProbability; + } + + int index = rand.Next(0, usedArray.Length); + Vector3 mapPos = new Vector3(pos.x * 100, 0, pos.z * 100); - GameObject newTile = Instantiate(prefabs[index], mapPos, Quaternion.identity); - string name = prefabs[index].name; + GameObject newTile = Instantiate(usedArray[index], mapPos, Quaternion.identity); + string name = usedArray[index].name; if (name.Contains("_")) { name = name.Split('_')[0]; @@ -162,6 +147,18 @@ public class WorldGenerator : MonoBehaviour case "citytile": noise.applyCityTileNoise(tile); break; + case "rivertile1": + noise.applyRiverTileNoise(tile); + break; + case "rivertile2": + noise.applyRiverTileNoise(tile); + break; + case "rivertile3": + noise.applyRiverTileNoise(tile); + break; + case "laketile": + noise.applyLakeTileNoise(tile); + break; } }