Added new tile generation to the game

This commit is contained in:
TAASONI3 2023-12-06 17:02:34 +01:00
parent 3640f8a21f
commit 5fd78ed030
20 changed files with 941 additions and 982 deletions

View File

@ -225,10 +225,10 @@ MonoBehaviour:
m_GameObject: {fileID: 154033017}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 21edae6d584d6527bbb87c3393c1274f, type: 3}
m_Script: {fileID: 11500000, guid: c37c1b94acdd7be698608e78ad857060, type: 3}
m_Name:
m_EditorClassIdentifier:
tilePrefab: {fileID: 7573435787306895624, guid: a3113b7ce76b2d5c1998c0dadca2acdd, type: 3}
tile: {fileID: 7573435787306895624, guid: a3113b7ce76b2d5c1998c0dadca2acdd, type: 3}
--- !u!1 &1664013424
GameObject:
m_ObjectHideFlags: 0

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@ -22,19 +22,19 @@ public class ContentGenerator : MonoBehaviour
public GameObject generateContent(string tiletype)
{
switch (tiletype)
switch (tiletype.ToLower())
{
case "Plane":
case "plane":
return generateTileContent();
case "Mountain":
case "mountains":
return generateStoneTileContent();
case "Forest":
case "forest":
return generateTreeTileContent();
case "River":
case "river":
return generateRiverTileContent();
case "Lake":
case "lake":
return generateLakeTileContent();
case "City":
case "city":
return generateCityTileContent();
}
return null;

View File

@ -20,7 +20,7 @@ public class SteamWorksHandler : MonoBehaviour
{
if (counterForest != -1 && !isGodMode())
{
if (tiletype == "Forest")
if (tiletype.ToLower() == "forest")
{
counterForest++;
}

View File

@ -53,7 +53,7 @@ namespace Assets.Scripts
{
GameObject coordinates = GameObject.Find("txtCoordinates");
Vector3 position = GameObject.Find("Player").transform.position;
string tiletype = GameObject.Find("WorldGenerator").GetComponent<WorldGenerator>().getCurrentTile().GetComponent<Tile>().getTileType();
string tiletype = GameObject.Find("WorldGenerator").GetComponent<WorldGenerator>().getCurrentTile().GetComponent<Tile>().getTileType().ToString();
if (tiletype != null)
{
tiletype = tiletype.Replace("Tile", "");

View File

@ -9,44 +9,7 @@ using System.Linq;
public class NoiseGenerator
{
System.Random rand = new System.Random();
public void applyNoise(GameObject tile, string name, Dictionary<Vector3, GameObject> map)
{
/*if(name.Length > 0){
applyCityNoise(tile);
}
else{
applyNormalNoise(tile, map);
}*/
applyNewNoise(tile, map);
}
private void applyCityNoise(GameObject tile)
{
//resetMesh(tile);
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples;
Color32[] colors;
int chance = rand.Next(1, 101);
samples = calculateSamplesCity(tile);
string tiletype = "City";
colors = new Color32[samples.Length];
for (int i = 0; i < samples.Length; i++)
{
colors[i] = new Color32(0, 185, 0, 255);
}
for (int i = 0; i < samples.Length; i++)
{
vertices[i].y = samples[i] * 3;
}
applyMesh(tile, vertices, mesh, colors);
tile.GetComponent<Tile>().setType(tiletype);
}
private void applyNewNoise(GameObject tile, Dictionary<Vector3, GameObject> map)
public void applyNoise(GameObject tile, Dictionary<Vector3, GameObject> map, Vector3 index)
{
//resetMesh(tile);
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
@ -55,90 +18,44 @@ public class NoiseGenerator
Color32[] colors;
Color32 low;
Color32 high;
string tiletype = "";
samples = calculateBasicSamples(tile);
low = new Color32(0, 150, 0, 255);
high = new Color32(0, 110, 20, 255);
float lowestValue = 10;
float highestValue = 0;
for (int i = 0; i < samples.Length; i++)
{
if (lowestValue > samples[i])
{
lowestValue = samples[i];
}
if (highestValue < samples[i])
{
highestValue = samples[i];
}
}
float modifier = highestValue - lowestValue;
colors = new Color32[samples.Length];
for (int i = 0; i < samples.Length; i++)
{
colors[i] = Color32.Lerp(low, high, (1 / modifier) * (samples[i] - lowestValue));
}
for (int i = 0; i < samples.Length; i++)
{
vertices[i].y = samples[i] * 3;
}
applyMesh(tile, vertices, mesh, colors);
tile.GetComponent<Tile>().setType(tiletype);
}
private void applyNormalNoise(GameObject tile, Dictionary<Vector3, GameObject> map)
{
//resetMesh(tile);
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples;
Color32[] colors;
Color32 low;
Color32 high;
int chance = rand.Next(1, 101);
string tiletype = "";
if (chance > 85 && chance <= 100)
{
samples = calculateSamplesForest(tile);
low = new Color32(0, 150, 0, 255);
high = new Color32(0, 110, 20, 255);
tiletype = "Forest";
}
else if (chance > 70 && chance <= 85)
{
samples = calculateSamplesMountain(tile);
low = new Color32(0, 150, 0, 255);
high = new Color32(140, 140, 140, 255);
tiletype = "Mountain";
}
else if (chance > 55 && chance <= 70)
{
samples = calculateSamplesLake(tile);
low = new Color32(30, 110, 190, 255);
high = new Color32(0, 150, 0, 255);
tiletype = "Lake";
}
else if (chance > 40 && chance <= 55)
{
samples = calculateSamplesRiver(tile);
low = new Color32(30, 160, 190, 255);
high = new Color32(0, 150, 0, 255);
tiletype = "River";
List<TileType> availableTypes = checkAvailability(map, index);
TileType tiletype = TileType.NULL;
if (index == new Vector3(0, 0, 0))
{ //IS SPAWN
tiletype = (TileType)rand.Next(0, TileTypeMethods.getHighest() + 1);
}
else
{
samples = calculateSamplesPlane(tile);
low = new Color32(0, 150, 0, 255);
high = new Color32(0, 185, 0, 255);
tiletype = "Plane";
if (availableTypes.Count == 0)
{
Debug.Log("NO MATCH FOUND");
}
else
{
if (availableTypes.Contains(TileType.CITY))
{
if (rand.Next(0, 101) < 10)
{
tiletype = TileType.CITY;
SteamWorksHandler.getStandardAchievement("CityAchievement");
}
else
{
availableTypes.Remove(TileType.CITY);
tiletype = availableTypes[rand.Next(0, availableTypes.Count)];
}
}
else
{
tiletype = availableTypes[rand.Next(0, availableTypes.Count)];
}
}
}
tile.name = tiletype.ToString() + "_" + map.Count;
low = TileTypeMethods.getLowestColor(tiletype);
high = TileTypeMethods.getHighestColor(tiletype);
samples = TileTypeMethods.generateSamples(tiletype, vertices, rand);
float lowestValue = 10;
float highestValue = 0;
@ -163,14 +80,156 @@ public class NoiseGenerator
colors[i] = Color32.Lerp(low, high, (1 / modifier) * (samples[i] - lowestValue));
}
//Connect samples to neighbours
samples = connectNeighbourSamples(samples, map, index);
colors = connectNeighbourColors(colors, map, index);
for (int i = 0; i < samples.Length; i++)
{
vertices[i].y = samples[i] * 3;
}
applyMesh(tile, vertices, mesh, colors);
tile.GetComponent<Tile>().setType(tiletype);
applyMesh(tile, mesh, vertices, colors);
}
private List<TileType> checkAvailability(Dictionary<Vector3, GameObject> tiles, Vector3 index)
{
List<List<TileType>> toCheck = new List<List<TileType>>();
List<TileType> result = new List<TileType>();
for (int i = 0; i < TileTypeMethods.getHighest() + 1; i++)
{
result.Add((TileType)i);
}
if (tiles.ContainsKey(index - new Vector3(1, 0, 0)))
{
toCheck.Add(tiles[index - new Vector3(1, 0, 0)].GetComponent<Tile>().getPossibleNeighbours());
}
if (tiles.ContainsKey(index - new Vector3(-1, 0, 0)))
{
toCheck.Add(tiles[index - new Vector3(-1, 0, 0)].GetComponent<Tile>().getPossibleNeighbours());
}
if (tiles.ContainsKey(index - new Vector3(0, 0, 1)))
{
toCheck.Add(tiles[index - new Vector3(0, 0, 1)].GetComponent<Tile>().getPossibleNeighbours());
}
if (tiles.ContainsKey(index - new Vector3(0, 0, -1)))
{
toCheck.Add(tiles[index - new Vector3(0, 0, -1)].GetComponent<Tile>().getPossibleNeighbours());
}
for (int i = 0; i < toCheck.Count; i++)
{
result = result.Intersect(toCheck[i]).ToList();
}
return result;
}
private float[] connectNeighbourSamples(float[] basis, Dictionary<Vector3, GameObject> tiles, Vector3 index)
{
float[] result = basis;
Mesh mesh;
Vector3[] vertices;
int sidelength = (int)Mathf.Sqrt(result.Length);
if (tiles.ContainsKey(index - new Vector3(1, 0, 0))) //Links
{
mesh = tiles[index - new Vector3(1, 0, 0)].GetComponent<MeshFilter>().mesh;
vertices = mesh.vertices;
for (int i = 0; i < sidelength; i++)
{
result[sidelength - 1 + i * sidelength] = vertices[0 + i * sidelength].y / 3;
result[sidelength - 2 + i * sidelength] = (result[sidelength - 1 + i * sidelength] + result[sidelength - 3 + i * sidelength]) / 2;
}
}
if (tiles.ContainsKey(index - new Vector3(-1, 0, 0))) //Rechts
{
mesh = tiles[index - new Vector3(-1, 0, 0)].GetComponent<MeshFilter>().mesh;
vertices = mesh.vertices;
for (int i = 0; i < sidelength; i++)
{
result[0 + i * sidelength] = vertices[sidelength - 1 + i * sidelength].y / 3;
result[1 + i * sidelength] = (result[0 + i * sidelength] + result[2 + i * sidelength]) / 2;
}
}
if (tiles.ContainsKey(index - new Vector3(0, 0, 1))) //Unten
{
mesh = tiles[index - new Vector3(0, 0, 1)].GetComponent<MeshFilter>().mesh;
vertices = mesh.vertices;
for (int i = 0; i < sidelength; i++)
{
result[sidelength * sidelength - (sidelength - i)] = vertices[i].y / 3;
result[sidelength * (sidelength - 1) - (sidelength - i)] = (result[sidelength * sidelength - (sidelength - i)] + result[sidelength * (sidelength - 2) - (sidelength - i)]) / 2;
}
}
if (tiles.ContainsKey(index - new Vector3(0, 0, -1))) //Oben
{
mesh = tiles[index - new Vector3(0, 0, -1)].GetComponent<MeshFilter>().mesh;
vertices = mesh.vertices;
for (int i = 0; i < sidelength; i++)
{
result[i] = vertices[sidelength * sidelength - (sidelength - i)].y / 3;
result[i + sidelength] = (result[i] + result[i + sidelength * 2]) / 2;
}
}
return result;
}
private Color32[] connectNeighbourColors(Color32[] basis, Dictionary<Vector3, GameObject> tiles, Vector3 index)
{
Color32[] result = basis;
Mesh mesh;
Color32[] colors;
int sidelength = (int)Mathf.Sqrt(result.Length);
if (tiles.ContainsKey(index - new Vector3(1, 0, 0))) //Links
{
mesh = tiles[index - new Vector3(1, 0, 0)].GetComponent<MeshFilter>().mesh;
colors = mesh.colors32;
for (int i = 0; i < sidelength; i++)
{
result[sidelength - 1 + i * sidelength] = colors[0 + i * sidelength];
result[sidelength - 2 + i * sidelength] = Color32.Lerp(result[sidelength - 1 + i * sidelength], result[sidelength - 3 + i * sidelength], 0.5f);
}
}
if (tiles.ContainsKey(index - new Vector3(-1, 0, 0))) //Rechts
{
mesh = tiles[index - new Vector3(-1, 0, 0)].GetComponent<MeshFilter>().mesh;
colors = mesh.colors32;
for (int i = 0; i < sidelength; i++)
{
result[0 + i * sidelength] = colors[sidelength - 1 + i * sidelength];
result[1 + i * sidelength] = Color32.Lerp(result[0 + i * sidelength], result[2 + i * sidelength], 0.5f);
}
}
if (tiles.ContainsKey(index - new Vector3(0, 0, 1))) //Unten
{
mesh = tiles[index - new Vector3(0, 0, 1)].GetComponent<MeshFilter>().mesh;
colors = mesh.colors32;
for (int i = 0; i < sidelength; i++)
{
result[sidelength * sidelength - (sidelength - i)] = colors[i];
result[sidelength * (sidelength - 1) - (sidelength - i)] = Color32.Lerp(result[sidelength * sidelength - (sidelength - i)], result[sidelength * (sidelength - 2) - (sidelength - i)], 0.5f);
}
}
if (tiles.ContainsKey(index - new Vector3(0, 0, -1))) //Oben
{
mesh = tiles[index - new Vector3(0, 0, -1)].GetComponent<MeshFilter>().mesh;
colors = mesh.colors32;
for (int i = 0; i < sidelength; i++)
{
result[i] = colors[sidelength * sidelength - (sidelength - i)];
result[i + sidelength] = Color32.Lerp(result[i], result[i + sidelength * 2], 0.5f);
}
}
return result;
}
private void resetMesh(GameObject tile)
{
Mesh mesh = tile.GetComponent<MeshCollider>().sharedMesh;
@ -185,144 +244,15 @@ public class NoiseGenerator
tile.GetComponent<MeshCollider>().sharedMesh = mesh;
}
private float[] calculateBasicSamples(GameObject tile)
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = new float[vertices.Length];
for (int i = 0; i < vertices.Length; i++)
{
float xCord = tile.GetComponent<Tile>().getPosition().x + vertices[i].x / (vertices.Length - 1) * 10;
float yCord = tile.GetComponent<Tile>().getPosition().z + vertices[i].z / (vertices.Length - 1) * 10;
float sample = Mathf.PerlinNoise(xCord, yCord) - 0.1f * rand.Next(0, 6);
samples[i] = sample;
}
return samples;
}
private float[] calculateSamplesCity(GameObject tile)
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = new float[vertices.Length];
for (int i = 0; i < vertices.Length; i++)
{
samples[i] = 0;
}
return samples;
}
private float[] calculateSamplesPlane(GameObject tile)
{
float[] samples = calculateBasicSamples(tile);
return samples;
}
private float[] calculateSamplesForest(GameObject tile)
{
float[] samples = calculateBasicSamples(tile);
return samples;
}
private float[] calculateSamplesMountain(GameObject tile)
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = calculateBasicSamples(tile);
int amount = rand.Next(1, 5);
int index = 0;
for (int i = 0; i < amount; i++)
{
do
{
index = rand.Next(0, samples.Length);
if (vertices[index].x != 5 && vertices[index].z != 5 && vertices[index].x != -5 && vertices[index].z != -5)
{
samples[index] = 3;
break;
}
} while (true);
}
return samples;
}
private float[] calculateSamplesRiver(GameObject tile)
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = calculateBasicSamples(tile);
bool isVertical = (rand.Next(0, 2) == 0 ? true : false);
int startX = 0;
int startZ = 0;
if (isVertical)
{
startZ = (rand.Next(0, 2) == 0 ? 4 : -4);
startX = rand.Next(-4, 5);
}
else
{
startZ = rand.Next(-4, 5);
startX = (rand.Next(0, 2) == 0 ? 4 : -4);
}
for (int k = 0; k < vertices.Length; k++)
{
if (isVertical)
{
if (Mathf.Round(vertices[k].x) == startX && Mathf.Round(vertices[k].z) != 5 && Mathf.Round(vertices[k].z) != -5)
{
samples[k] = samples[k] - rand.Next(2, 4) + 0.5f;
}
}
else
{
if (Mathf.Round(vertices[k].x) != 5 && Mathf.Round(vertices[k].x) != -5 && Mathf.Round(vertices[k].z) == startZ)
{
samples[k] = samples[k] - rand.Next(2, 4) + 0.5f;
}
}
}
return samples;
}
private float[] calculateSamplesLake(GameObject tile)
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = calculateBasicSamples(tile);
int randX = rand.Next(-3, 4);
int randZ = rand.Next(-3, 4);
for (int i = -1; i < 2; i++)
{
for (int j = -1; j < 2; j++)
{
for (int k = 0; k < vertices.Length; k++)
{
if (Mathf.Round(vertices[k].x) == randX + i && Mathf.Round(vertices[k].z) == randZ + j)
{
samples[k] = samples[k] - rand.Next(1, 3) - 0.25f * rand.Next(0, 4);
break;
}
}
}
}
return samples;
}
private void applyMesh(GameObject tile, Vector3[] vertices, Mesh mesh, Color32[] colors)
public void applyMesh(GameObject tile, Mesh mesh, Vector3[] vertices, Color32[] colors)
{
mesh.vertices = vertices;
mesh.colors32 = colors;
mesh.RecalculateBounds();
mesh.RecalculateNormals();
mesh.colors32 = colors;
tile.GetComponent<MeshCollider>().sharedMesh = mesh;
tile.GetComponent<MeshFilter>().sharedMesh = mesh;
}
public void saveTile(GameObject tile, string path)
@ -374,6 +304,6 @@ public class NoiseGenerator
parts = current.Value<string>().Split('/');
vertices[i] = new Vector3(float.Parse(parts[0]), float.Parse(parts[1]), float.Parse(parts[2]));
}
applyMesh(tile, vertices, tile.GetComponent<MeshFilter>().mesh, colors);
applyMesh(tile, tile.GetComponent<MeshFilter>().mesh, vertices, colors);
}
}

View File

@ -52,7 +52,7 @@ namespace Assets.Scripts
public void update(object obj, int amount)
{
GameObject tile = (GameObject)obj;
string tilename = tile.GetComponent<Tile>().getTileType();
string tilename = tile.GetComponent<Tile>().getTileType().ToString();
if (keyword == "Forest" && tilename.ToLower().Contains("forest"))
{
current++;

View File

@ -1,204 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.InputSystem;
public class NoiseTesting : MonoBehaviour
{
System.Random rand = new System.Random();
Dictionary<Vector3, GameObject> mapGen;
Vector3 current;
Vector3 next;
public GameObject tilePrefab;
// Start is called before the first frame update
void Start()
{
mapGen = new Dictionary<Vector3, GameObject>();
current = new Vector3(0, 0, 0);
mapGen.Add(current, Instantiate(tilePrefab, current, Quaternion.identity));
applyNormalNoise(mapGen[current], mapGen);
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
applyNormalNoise(mapGen[new Vector3(0, 0, 0)], mapGen);
}
if (Input.GetKeyDown(KeyCode.A))
{
next = current - new Vector3(100, 0, 0);
}
if (Input.GetKeyDown(KeyCode.W))
{
next = current - new Vector3(0, 0, -100);
}
if (Input.GetKeyDown(KeyCode.D))
{
next = current - new Vector3(-100, 0, 0);
}
if (Input.GetKeyDown(KeyCode.S))
{
next = current - new Vector3(0, 0, 100);
}
if (next != current)
{
current = next;
if (!mapGen.ContainsKey(current))
{
mapGen.Add(current, Instantiate(tilePrefab, current, Quaternion.identity));
applyNormalNoise(mapGen[current], mapGen);
}
}
}
private void applyNormalNoise(GameObject tile, Dictionary<Vector3, GameObject> map)
{
//resetMesh(tile);
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
//float[] samples = calculateBasicSamples(tile);
float[] samples = calculateConnectedSamples(tile);
Color32[] colors;
Color32 low = new Color32(0, 150, 0, 255);
Color32 high = new Color32(0, 110, 20, 255);
string tiletype = "";
float lowestValue = 10;
float highestValue = 0;
for (int i = 0; i < samples.Length; i++)
{
if (lowestValue > samples[i])
{
lowestValue = samples[i];
}
if (highestValue < samples[i])
{
highestValue = samples[i];
}
}
float modifier = highestValue - lowestValue;
colors = new Color32[samples.Length];
for (int i = 0; i < samples.Length; i++)
{
colors[i] = Color32.Lerp(low, high, (1 / modifier) * (samples[i] - lowestValue));
}
for (int i = 0; i < samples.Length; i++)
{
vertices[i].y = samples[i];// * 3;
}
applyMesh(tile, vertices, mesh, colors);
//tile.GetComponent<Tile>().setType(tiletype);
}
private void resetMesh(GameObject tile)
{
Mesh mesh = tile.GetComponent<MeshCollider>().sharedMesh;
Vector3[] vertices = mesh.vertices;
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].y = 0;
}
mesh.vertices = vertices;
mesh.RecalculateBounds();
mesh.RecalculateNormals();
tile.GetComponent<MeshCollider>().sharedMesh = mesh;
}
private float[] calculateBasicSamples(GameObject tile)
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = new float[vertices.Length];
for (int i = 0; i < vertices.Length; i++)
{
float xCord = vertices[i].x / (vertices.Length - 1) * 10;
float zCord = vertices[i].z / (vertices.Length - 1) * 10;
float sample = Mathf.PerlinNoise(xCord, zCord) - 0.5f * rand.Next(0, 6);
samples[i] = sample;
}
return samples;
}
private float[] calculateConnectedSamples(GameObject tile)
{
//Working with "next" as index for tile to be generated
//Working with "mapGen" as map Placeholder to check against neighbours
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = Enumerable.Repeat(-100f, vertices.Length).ToArray();
int sideLength = Mathf.RoundToInt(Mathf.Sqrt(vertices.Length));
samples = connectSamples(samples, sideLength);
for (int i = 0; i < vertices.Length; i++)
{
if (samples[i] == -100)
{
float xCord = vertices[i].x / (vertices.Length - 1) * 10;
float zCord = vertices[i].z / (vertices.Length - 1) * 10;
float sample = Mathf.PerlinNoise(xCord, zCord) - 1f * rand.Next(0, 6);
samples[i] = sample;
}
}
return samples;
}
private void applyMesh(GameObject tile, Vector3[] vertices, Mesh mesh, Color32[] colors)
{
mesh.vertices = vertices;
mesh.RecalculateBounds();
mesh.RecalculateNormals();
mesh.colors32 = colors;
tile.GetComponent<MeshCollider>().sharedMesh = mesh;
}
private float[] connectSamples(float[] samples, int sideLength)
{
Mesh mesh;
Vector3[] vertices;
for (int i = 0; i < sideLength; i++)
{
if (mapGen.ContainsKey(next - new Vector3(100, 0, 0)))
{ //LINKS
mesh = mapGen[next - new Vector3(100, 0, 0)].GetComponent<MeshFilter>().mesh;
vertices = mesh.vertices;
samples[sideLength - 1 + sideLength * i] = vertices[sideLength * i].y;
}
if (mapGen.ContainsKey(next - new Vector3(-100, 0, 0)))
{ //RECHTS
mesh = mapGen[next - new Vector3(-100, 0, 0)].GetComponent<MeshFilter>().mesh;
vertices = mesh.vertices;
samples[sideLength * i] = vertices[sideLength - 1 + sideLength * i].y;
}
if (mapGen.ContainsKey(next - new Vector3(0, 0, -100)))
{ //OBEN
mesh = mapGen[next - new Vector3(0, 0, -100)].GetComponent<MeshFilter>().mesh;
vertices = mesh.vertices;
samples[i] = vertices[(sideLength * sideLength) - (sideLength-i)].y;
}
if (mapGen.ContainsKey(next - new Vector3(0, 0, 100)))
{ //UNTEN
mesh = mapGen[next - new Vector3(0, 0, 100)].GetComponent<MeshFilter>().mesh;
vertices = mesh.vertices;
samples[(sideLength * sideLength) - (sideLength-i)] = vertices[i].y;
}
}
return samples;
}
}

View File

@ -131,6 +131,7 @@ GameObject:
- component: {fileID: 7573435787306895637}
- component: {fileID: 7573435787306895626}
- component: {fileID: 7602326841346784209}
- component: {fileID: 6053739292490587254}
m_Layer: 0
m_Name: Tile
m_TagString: Tile
@ -226,3 +227,15 @@ MeshCollider:
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m_Enabled: 1
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m_Name:
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View File

@ -1,5 +1,6 @@
using Assets.Scripts;
using Newtonsoft.Json.Linq;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
@ -13,18 +14,15 @@ public class Tile : MonoBehaviour
float borderSouth;
float borderWest;
System.Random rand = new System.Random();
string tiletype;
TileType tiletype;
GameObject contentGenerator;
List<GameObject> aliveEnemies = new List<GameObject>();
public void generateTile(Vector3 pos, string type)
public void generateTile(Vector3 pos, TileType type)
{
if (tiletype == null)
{
tiletype = type;
}
SteamWorksHandler.getForestAchievement(type);
tiletype = type;
SteamWorksHandler.getForestAchievement(type.ToString());
contentGenerator = GameObject.Find("ContentGenerator");
setPosition(pos);
setBorders();
@ -58,7 +56,7 @@ public class Tile : MonoBehaviour
int xChange = 0;
int zChange = 0;
int sideLimiter = 0;
if(tiletype == "City"){
if(tiletype == TileType.CITY){
sideLimiter = 20;
}
else{
@ -70,7 +68,7 @@ public class Tile : MonoBehaviour
{
xChange = rand.Next(-2, +2);
zChange = rand.Next(-2, +2);
if(tiletype == "City"){
if(tiletype == TileType.CITY){
list.Add(new Vector3(j + xChange, 0, i + zChange));
}
else{
@ -87,10 +85,10 @@ public class Tile : MonoBehaviour
int chance = rand.Next(1, 101);
if (chance >= 25)
{
GameObject content = contentGenerator.GetComponent<ContentGenerator>().generateContent(tiletype);
GameObject content = contentGenerator.GetComponent<ContentGenerator>().generateContent(tiletype.ToString());
if (content != null)
{
if(tiletype == "City" && (content.tag.ToLower().Contains("npc") || content.tag.ToLower().Contains("tree") || content.tag.ToLower().Contains("stone") || content.tag.ToLower().Contains("ore"))){
if(tiletype == TileType.CITY && (content.tag.ToLower().Contains("npc") || content.tag.ToLower().Contains("tree") || content.tag.ToLower().Contains("stone") || content.tag.ToLower().Contains("ore"))){
position.y = 5;
}
GameObject obj = Instantiate(content, position, Quaternion.identity);
@ -113,7 +111,7 @@ public class Tile : MonoBehaviour
return position;
}
public void setType(string tiletype)
public void setType(TileType tiletype)
{
this.tiletype = tiletype;
}
@ -199,7 +197,7 @@ public class Tile : MonoBehaviour
Destroy(enemy);
}
public string getTileType()
public TileType getTileType()
{
return tiletype;
}
@ -291,8 +289,12 @@ public class Tile : MonoBehaviour
}
}
}
tiletype = json["tiletype"].ToString();
tiletype = (TileType)Enum.Parse(typeof(TileType), json["tiletype"].ToString());
setPosition(pos);
setBorders();
}
public List<TileType> getPossibleNeighbours(){
return TileTypeMethods.getPossibleNeighbours(tiletype);
}
}

220
Assets/Scripts/TileType.cs Normal file
View File

@ -0,0 +1,220 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace Assets.Scripts
{
public enum TileType
{
PLAIN,
HILLS,
FOREST,
MOUNTAINS,
LAKE,
CITY,
DESERT,
NULL
}
static class TileTypeMethods
{
public static TileType getRandomType(int index)
{
return (TileType)index;
}
public static int getHighest()
{
return (int)TileType.DESERT;
}
public static List<TileType> getPossibleNeighbours(TileType toCheck)
{
List<TileType> result = new List<TileType>();
switch (toCheck)
{
case TileType.PLAIN:
result.Add(TileType.PLAIN);
result.Add(TileType.FOREST);
result.Add(TileType.LAKE);
result.Add(TileType.MOUNTAINS);
result.Add(TileType.DESERT);
result.Add(TileType.HILLS);
break;
case TileType.FOREST:
result.Add(TileType.PLAIN);
result.Add(TileType.FOREST);
break;
case TileType.MOUNTAINS:
result.Add(TileType.PLAIN);
result.Add(TileType.MOUNTAINS);
break;
case TileType.LAKE:
result.Add(TileType.PLAIN);
result.Add(TileType.LAKE);
result.Add(TileType.DESERT);
result.Add(TileType.CITY);
break;
case TileType.DESERT:
result.Add(TileType.PLAIN);
result.Add(TileType.LAKE);
result.Add(TileType.DESERT);
break;
case TileType.HILLS:
result.Add(TileType.PLAIN);
result.Add(TileType.HILLS);
break;
case TileType.CITY:
result.Add(TileType.LAKE);
break;
}
return result;
}
public static Color getLowestColor(TileType type)
{
Color32 result;
switch (type)
{
case TileType.PLAIN:
result = new Color32(0, 150, 0, 255);
break;
case TileType.HILLS:
result = new Color32(0, 150, 0, 255);
break;
case TileType.FOREST:
result = new Color32(0, 150, 0, 255);
break;
case TileType.MOUNTAINS:
result = new Color32(0, 150, 0, 255);
break;
case TileType.LAKE:
result = new Color32(30, 110, 190, 255);
break;
case TileType.DESERT:
result = new Color32(219, 186, 162, 255);
break;
default:
result = new Color32(0, 150, 0, 255);
break;
}
return result;
}
public static Color32 getHighestColor(TileType type)
{
Color32 result;
switch (type)
{
case TileType.PLAIN:
result = new Color32(0, 185, 0, 255);
break;
case TileType.HILLS:
result = new Color32(0, 185, 0, 255);
break;
case TileType.FOREST:
result = new Color32(0, 110, 20, 255);
break;
case TileType.MOUNTAINS:
result = new Color32(140, 140, 140, 255);
break;
case TileType.LAKE:
result = new Color32(0, 150, 0, 255);
break;
case TileType.DESERT:
result = new Color32(237, 201, 175, 255);
break;
default:
result = new Color32(0, 185, 0, 255);
break;
}
return result;
}
public static float[] generateSamples(TileType type, Vector3[] vertices, System.Random rand)
{
float[] result = new float[vertices.Length];
float part1;
float part2;
float[] lowModifier = new float[2];
float[] highModifier = new float[2];
switch (type)
{
case TileType.PLAIN:
lowModifier[0] = 0.2f;
lowModifier[1] = 0.1f;
highModifier[0] = 0.2f;
highModifier[1] = 0.1f;
break;
case TileType.HILLS:
lowModifier[0] = 0.2f;
lowModifier[1] = 0.1f;
highModifier[0] = 0.5f;
highModifier[1] = 0.1f;
break;
case TileType.FOREST:
lowModifier[0] = 0.15f;
lowModifier[1] = 0.1f;
highModifier[0] = 0.3f;
highModifier[1] = 0.1f;
break;
case TileType.MOUNTAINS:
lowModifier[0] = 0.2f;
lowModifier[1] = 0.3f;
highModifier[0] = 1.25f;
highModifier[1] = 0.2f;
break;
case TileType.LAKE:
lowModifier[0] = 0.2f;
lowModifier[1] = 0.1f;
highModifier[0] = 0.3f;
highModifier[1] = 0.1f;
break;
case TileType.DESERT:
lowModifier[0] = 0.2f;
lowModifier[1] = 0.1f;
highModifier[0] = 0.5f;
highModifier[1] = 0.1f;
break;
case TileType.CITY:
lowModifier[0] = 0.1f;
lowModifier[1] = 0.1f;
highModifier[0] = 0.1f;
highModifier[1] = 0.1f;
break;
}
for (int i = 0; i < result.Length; i++)
{
part1 = Mathf.PerlinNoise(vertices[i].x, vertices[i].z) - lowModifier[0] * rand.Next(0, 6);
part2 = Mathf.PerlinNoise(vertices[i].x, vertices[i].z) + highModifier[0] * rand.Next(0, 6);
result[i] = part1 * lowModifier[1] + part2 * highModifier[0];
}
result = adaptType(type, result);
return result;
}
private static float[] adaptType(TileType type, float[] basis)
{
float[] result = basis;
for (int i = 0; i < result.Length; i++)
{
switch (type)
{
case TileType.LAKE:
result[i] = basis[i] - 3;
break;
case TileType.MOUNTAINS:
result[i] = basis[i] + 3;
break;
}
}
return result;
}
}
}

View File

@ -1,5 +1,5 @@
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View File

@ -78,22 +78,11 @@ public class WorldGenerator : MonoBehaviour
public void createSpawn()
{
Vector3 pos = new Vector3(0, 0, 0);
string name = "";
Vector3 mapPos = new Vector3(pos.x * 100, 0, pos.z * 100);
GameObject newTile = Instantiate(tile, mapPos, Quaternion.identity);
noise.applyNoise(newTile, name, tiles);
if (name.Length <= 0)
{
name = tile.name;
}
if (name.Contains("_"))
{
name = name.Split('_')[0];
}
newTile.name = name + "_" + tiles.Count;
newTile.GetComponent<Tile>().generateTile(pos, name);
noise.applyNoise(newTile, tiles, pos);
newTile.GetComponent<Tile>().generateTile(pos, (TileType)Enum.Parse(typeof(TileType), newTile.name.Split("_")[0]));
tiles.Add(pos, newTile);
renderedTiles.Add(newTile);
currentTile = newTile;
}
@ -106,41 +95,13 @@ public class WorldGenerator : MonoBehaviour
int chance = rand.Next(1, 11);
Vector3 mapPos = new Vector3(pos.x * 100, 0, pos.z * 100);
GameObject newTile = Instantiate(tile, mapPos, Quaternion.identity);
if (chance == 1)
{
if (cityAmount > 0)
{
name = "City";
cityAmount--;
SteamWorksHandler.getStandardAchievement("CityAchievement");
}
}
noise.applyNoise(newTile, name, tiles);
if (name.Length <= 0)
{
name = tile.name;
}
if (name.Contains("_"))
{
name = name.Split('_')[0];
}
newTile.name = name + "_" + tiles.Count;
newTile.GetComponent<Tile>().generateTile(pos, name);
noise.applyNoise(newTile, tiles, pos);
newTile.GetComponent<Tile>().generateTile(pos, (TileType)Enum.Parse(typeof(TileType), newTile.name.Split("_")[0]));
tiles.Add(pos, newTile);
renderedTiles.Add(newTile);
currentTile = newTile;
GameObject.Find("QuestLog").GetComponent<QuestLog>().updateQuests("find", newTile, 1);
}
else
{
if (tiles.ContainsKey(pos) && pos.y == 0)
{
if (!tiles[pos].GetComponent<Renderer>().enabled)
{
tiles[pos].GetComponent<Tile>().changeRenderer();
renderedTiles.Add(tiles[pos]);
}
}
}
}
public void changeCurrentTile(float playerX, float playerZ)
@ -178,7 +139,7 @@ public class WorldGenerator : MonoBehaviour
savePath = "./save/tile" + counter + ".json";
result = result + "\"tile" + counter + "\": \"" + savePath + "\"";
tile.GetComponent<Tile>().saveTile(savePath);
if (tile.GetComponent<Tile>().getTileType() == "CityTile")
if (tile.GetComponent<Tile>().getTileType() == TileType.CITY)
{
FileHandler.saveNoise("\r\n}", savePath);
}

View File

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