Reworked tile generation, removed map, redone colour scheme, v1.2.0

This commit is contained in:
Nicola Sovic 2022-04-06 21:07:26 +02:00
parent 4e46d21a63
commit f472ff1449
28 changed files with 1376 additions and 4541 deletions

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@ -28,6 +28,14 @@ public class ContentGenerator : MonoBehaviour
return generateStoneTileContent(); return generateStoneTileContent();
case "TreeTile": case "TreeTile":
return generateTreeTileContent(); return generateTreeTileContent();
case "RiverTile1":
return generateRiverTileContent();
case "RiverTile2":
return generateRiverTileContent();
case "RiverTile3":
return generateRiverTileContent();
case "LakeTile":
return generateLakeTileContent();
} }
return null; return null;
} }
@ -41,7 +49,7 @@ public class ContentGenerator : MonoBehaviour
} }
else if (chance >= 50 && chance < 90) else if (chance >= 50 && chance < 90)
{ {
if (rand.Next(0,trees.Length) == 0) if (rand.Next(0,2) == 0)
{ {
return trees[rand.Next(0, trees.Length)]; return trees[rand.Next(0, trees.Length)];
} }
@ -101,4 +109,53 @@ public class ContentGenerator : MonoBehaviour
return boss; return boss;
} }
} }
public GameObject generateRiverTileContent()
{
int chance = rand.Next(1, 101);
if (chance < 50)
{
return null;
}
else if (chance >= 50 && chance < 90)
{
if (rand.Next(0, 2) == 0)
{
return trees[rand.Next(0, trees.Length)];
}
else
{
return stones[rand.Next(0, stones.Length)];
}
}
else if (chance >= 90 && chance < 99)
{
return generateEnemy();
}
else
{
return boss;
}
}
public GameObject generateLakeTileContent()
{
int chance = rand.Next(1, 101);
if (chance < 75)
{
return null;
}
else if (chance >= 75 && chance < 90)
{
return stones[rand.Next(0, stones.Length)];
}
else if (chance >= 90 && chance < 99)
{
return generateEnemy();
}
else
{
return boss;
}
}
} }

View File

@ -41,12 +41,7 @@ public class Controls : MonoBehaviour
if (uihandler.canPlayerMove()) if (uihandler.canPlayerMove())
{ {
player.GetComponent<Player>().move(); player.GetComponent<Player>().move();
if (Input.GetKeyDown(KeyCode.M)) if (Input.GetKeyDown(KeyCode.E))
{
worldGen.GetComponent<WorldGenerator>().prepareMap();
uihandler.switchMap();
}
else if (Input.GetKeyDown(KeyCode.E))
{ {
GameObject target = playerCam.GetComponent<PlayerCamera>().interactWithObject(); GameObject target = playerCam.GetComponent<PlayerCamera>().interactWithObject();
if (target != null) if (target != null)

View File

@ -1,88 +0,0 @@
using Assets.Scripts;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Map : MonoBehaviour
{
public Image city;
public Image plains;
public Image forest;
public Image stone;
public Image spawn;
public Image lake;
public Image river;
public Image[] mapTiles;
public void prepare(Dictionary<Vector3, GameObject> tiles, GameObject currentTile)
{
destroyMap();
generateMap(tiles, currentTile);
}
private void destroyMap()
{
for (int i = 0; i < mapTiles.Length; i++)
{
mapTiles[i].color = Color.white;
}
}
private void generateMap(Dictionary<Vector3, GameObject> tiles, GameObject currentTile)
{
Vector3 current = currentTile.GetComponent<Tile>().getPosition();
Vector3 position;
Color color;
int posX = (int)current.x - 2;
int posZ = (int)current.z + 2;
for (int i = 0; i < mapTiles.Length; i++)
{
if (i == 5 || i == 10 || i == 15 || i == 20)
{
posX = (int)current.x - 2;
posZ--;
}
position = new Vector3(posX, 0, posZ);
if (tiles.ContainsKey(position))
{
switch (tiles[position].name.Split('_')[0])
{
case "StoneTile":
color = stone.color;
break;
case "CityTile":
color = city.color;
break;
case "Tile":
color = plains.color;
break;
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;
}
mapTiles[i].color = color;
}
posX++;
}
}
}

View File

@ -0,0 +1,203 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewTileScript : MonoBehaviour
{
Vector3 position;
float borderNorth;
float borderEast;
float borderSouth;
float borderWest;
System.Random rand = new System.Random();
string tilename;
GameObject contentGenerator;
List<GameObject> aliveEnemies = new List<GameObject>();
List<GameObject> deadEnemies = new List<GameObject>();
public void generateTile(Vector3 pos, string name)
{
tilename = name;
//contentGenerator = GameObject.Find("ContentGenerator");
setPosition(pos);
setBorders();
//generateContent();
}
public void setBorders()
{
borderNorth = position.z * 100 + 50;
borderEast = position.x * 100 + 50;
borderSouth = position.z * 100 - 50;
borderWest = position.x * 100 - 50;
}
public void generateContent()
{
if (!tilename.ToLower().Equals("City"))
{
foreach (Vector3 position in getSpawnLocations())
{
spawnObject(position);
}
}
}
public List<Vector3> getSpawnLocations()
{
List<Vector3> list = new List<Vector3>();
int xChange = 0;
int zChange = 0;
for (float i = borderNorth - 10; i >= borderSouth + 10; i = i - 10)
{
for (float j = borderWest + 10; j <= borderEast - 10; j = j + 10)
{
xChange = rand.Next(-4, +4);
zChange = rand.Next(-4, +4);
list.Add(new Vector3(j + xChange, 5, i + zChange));
}
}
return list;
}
public void spawnObject(Vector3 position)
{
int chance = rand.Next(1, 101);
if (chance >= 50)
{
GameObject content = contentGenerator.GetComponent<ContentGenerator>().generateContent(tilename);
if (content != null)
{
GameObject obj = Instantiate(content, position, Quaternion.identity);
obj.transform.parent = gameObject.transform;
if (obj.tag.Contains("Enemy"))
{
aliveEnemies.Add(obj);
}
}
}
}
public void setPosition(Vector3 position)
{
this.position = position;
}
public Vector3 getPosition()
{
return position;
}
public bool leftTile(float playerX, float playerZ)
{
bool result = false;
if (playerX >= borderEast + 10 || playerX <= borderWest - 10 || playerZ >= borderNorth + 10 || playerZ <= borderSouth - 10)
{
changeRenderer();
result = true;
}
return result;
}
public void changeRenderer()
{
foreach (Rigidbody rigid in gameObject.GetComponentsInChildren<Rigidbody>())
{
if (!deadEnemies.Contains(rigid.gameObject))
{
rigid.useGravity = !rigid.useGravity;
}
}
foreach (Renderer rend in gameObject.GetComponentsInChildren<Renderer>())
{
if (!deadEnemies.Contains(rend.gameObject))
{
rend.enabled = !rend.enabled;
}
}
foreach (Collider col in gameObject.GetComponentsInChildren<Collider>())
{
if (!deadEnemies.Contains(col.gameObject))
{
col.enabled = !col.enabled;
}
}
}
public void resetSpawn()
{
foreach (Rigidbody rigid in gameObject.GetComponentsInChildren<Rigidbody>())
{
rigid.useGravity = true;
}
foreach (Renderer rend in gameObject.GetComponentsInChildren<Renderer>())
{
rend.enabled = true;
}
foreach (Collider col in gameObject.GetComponentsInChildren<Collider>())
{
col.enabled = true;
}
}
public bool enteredTile(float playerX, float playerZ)
{
bool result = false;
if (playerX <= borderEast && playerX >= borderWest && playerZ <= borderNorth && playerZ >= borderSouth)
{
result = true;
}
return result;
}
public Vector3 needConnectedTile(float playerX, float playerZ)
{
Vector3 result = new Vector3(position.x, 1, position.z);
if (playerX >= borderEast - 10)
{
result.x = result.x + 1;
result.y = 0;
}
else if (playerX <= borderWest + 10)
{
result.x = result.x - 1;
result.y = 0;
}
if (playerZ >= borderNorth - 10)
{
result.z = result.z + 1;
result.y = 0;
}
else if (playerZ <= borderSouth + 10)
{
result.z = result.z - 1;
result.y = 0;
}
return result;
}
public bool removeConnectedTiles(float playerX, float playerZ)
{
bool result = false;
if (playerX <= borderEast - 10 && playerX >= borderWest + 10 && playerZ <= borderNorth - 10 && playerZ >= borderSouth + 10)
{
result = true;
}
return result;
}
public void enemyKilled(GameObject enemy)
{
deadEnemies.Add(enemy);
enemy.GetComponent<Rigidbody>().useGravity = false;
enemy.GetComponent<Renderer>().enabled = false;
enemy.GetComponent<Collider>().enabled = false;
aliveEnemies.Remove(enemy);
}
}

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View File

@ -4,94 +4,193 @@ using UnityEngine;
public class NoiseGenerator public class NoiseGenerator
{ {
public void applyTileNoise(GameObject tile) System.Random rand = new System.Random();
public void applyNoise(GameObject tile)
{ {
//resetMesh(tile);
Mesh mesh = tile.GetComponent<MeshFilter>().mesh; Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices; Vector3[] vertices = mesh.vertices;
float[] samples = calculateSamples(tile, 0.5f); float[] samples;
Color32[] colors;
Color32 low;
Color32 high;
int chance = rand.Next(1, 101);
if (chance > 85 && chance <= 100)
{
samples = calculateSamplesForest(tile);
low = new Color32(0, 150, 0, 255);
high = new Color32(0, 110, 20, 255);
}
else if (chance > 70 && chance <= 85)
{
samples = calculateSamplesMountain(tile);
low = new Color32(0, 150, 0, 255);
high = new Color32(140, 140, 140, 255);
}
else if (chance > 55 && chance <= 70)
{
samples = calculateSamplesLake(tile);
low = new Color32(30, 110, 190, 255);
high = new Color32(0, 150, 0, 255);
}
else if (chance > 40 && chance <= 55)
{
samples = calculateSamplesRiver(tile);
low = new Color32(30, 160, 190, 255);
high = new Color32(0, 150, 0, 255);
}
else
{
samples = calculateSamplesPlane(tile);
low = new Color32(0, 150, 0, 255);
high = new Color32(0, 185, 0, 255);
}
float lowestValue = 10;
float highestValue = 0;
for (int i = 0; i < samples.Length; i++) for (int i = 0; i < samples.Length; i++)
{ {
vertices[i].y = samples[i] * 5; if (lowestValue > samples[i])
{
lowestValue = samples[i];
}
if (highestValue < samples[i])
{
highestValue = samples[i];
} }
applyMesh(tile, vertices, mesh);
} }
public void applyStoneTileNoise(GameObject tile) float modifier = highestValue - lowestValue;
if (lowestValue < 0)
{ {
Mesh mesh = tile.GetComponent<MeshFilter>().mesh; lowestValue = lowestValue * -1;
Vector3[] vertices = mesh.vertices; }
float[] samples = calculateSamples(tile, 0.5f);
colors = new Color32[samples.Length];
for (int i = 0; i < samples.Length; i++) for (int i = 0; i < samples.Length; i++)
{ {
vertices[i].y = samples[i] * 10; colors[i] = Color32.Lerp(low, high, (samples[i] * modifier) + lowestValue);
}
applyMesh(tile, vertices, mesh);
} }
public void applyTreeTileNoise(GameObject tile)
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = calculateSamples(tile, 0.5f);
for (int i = 0; i < samples.Length; i++) for (int i = 0; i < samples.Length; i++)
{ {
vertices[i].y = samples[i] * 7.5f; vertices[i].y = samples[i] * 3;
} }
applyMesh(tile, vertices, mesh); applyMesh(tile, vertices, mesh, colors);
} }
public void applyRiverTileNoise(GameObject tile) 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; Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices; Vector3[] vertices = mesh.vertices;
float[] samples = calculateSamples(tile, 0.5f); float[] samples = new float[vertices.Length];
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<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = calculateSamples(tile, 1.5f);
for (int i = 0; i < samples.Length; i++)
{
vertices[i].y = samples[i] * 2;
}
applyMesh(tile, vertices, mesh);
}
public void applyCityTileNoise(GameObject tile)
{
//Currently no noise. (Objects floating)
}
private float[] calculateSamples(GameObject tile, float modifier)
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = new float[vertices.Length - 1];
for (int i = 0; i < vertices.Length; i++) for (int i = 0; i < vertices.Length; i++)
{ {
if (vertices[i].x != 5 && vertices[i].z != 5 && vertices[i].x != -5 && vertices[i].z != -5) if (vertices[i].x != 5 && vertices[i].z != 5 && vertices[i].x != -5 && vertices[i].z != -5)
{ {
float xCord = tile.GetComponent<Tile>().getPosition().x + vertices[i].x / (vertices.Length - 1) * 10; 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 yCord = tile.GetComponent<Tile>().getPosition().z + vertices[i].z / (vertices.Length - 1) * 10;
float sample = Mathf.PerlinNoise(xCord, yCord) - modifier; float sample = Mathf.PerlinNoise(xCord, yCord);
samples[i] = sample; samples[i] = sample;
} }
} }
return samples; return samples;
} }
private void applyMesh(GameObject tile, Vector3[] vertices, Mesh mesh) private float[] calculateSamplesPlane(GameObject tile)
{
float[] samples = calculateBasicSamples(tile);
Debug.Log("Plane");
return samples;
}
private float[] calculateSamplesForest(GameObject tile)
{
float[] samples = calculateBasicSamples(tile);
Debug.Log("Forest");
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);
}
Debug.Log("Mountain");
return samples;
}
private float[] calculateSamplesRiver(GameObject tile)
{
float[] samples = calculateBasicSamples(tile);
Debug.Log("River");
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(-4, 5);
int randZ = rand.Next(-4, 5);
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;
}
}
}
}
Debug.Log("Lake");
return samples;
}
private void applyMesh(GameObject tile, Vector3[] vertices, Mesh mesh, Color32[] colors)
{ {
mesh.vertices = vertices; mesh.vertices = vertices;
mesh.RecalculateBounds(); mesh.RecalculateBounds();
mesh.RecalculateNormals(); mesh.RecalculateNormals();
mesh.colors32 = colors;
tile.GetComponent<MeshCollider>().sharedMesh = mesh; tile.GetComponent<MeshCollider>().sharedMesh = mesh;
} }
} }

View File

@ -10,7 +10,6 @@ namespace Assets.Scripts
{ {
public class UIHandler : MonoBehaviour public class UIHandler : MonoBehaviour
{ {
public GameObject map;
public GameObject compass; public GameObject compass;
public GameObject information; public GameObject information;
public GameObject fight; public GameObject fight;
@ -141,18 +140,6 @@ namespace Assets.Scripts
GameObject.Find("Player").GetComponent<Player>().generatePlayer(playerRace, playerClass, name, GameObject.Find("dropDifficulty").GetComponent<Dropdown>().value); GameObject.Find("Player").GetComponent<Player>().generatePlayer(playerRace, playerClass, name, GameObject.Find("dropDifficulty").GetComponent<Dropdown>().value);
} }
public void switchMap()
{
if (state == UIState.MAP)
{
closeMap();
}
else
{
openMap();
}
}
public void switchCharactersheet() public void switchCharactersheet()
{ {
if (state == UIState.CHARACTER) if (state == UIState.CHARACTER)
@ -223,20 +210,6 @@ namespace Assets.Scripts
state = UIState.GAME; state = UIState.GAME;
} }
public void openMap()
{
hideOtherElements(map);
map.transform.localScale = new Vector3(1, 1, 1);
state = UIState.MAP;
}
public void closeMap()
{
map.transform.localScale = new Vector3(0, 0, 0);
showHUD();
state = UIState.GAME;
}
public void openFight() public void openFight()
{ {
GameObject.Find("txtRounds").GetComponent<Text>().text = "-1"; GameObject.Find("txtRounds").GetComponent<Text>().text = "-1";

View File

@ -7,10 +7,8 @@ using UnityEngine.UI;
public class WorldGenerator : MonoBehaviour public class WorldGenerator : MonoBehaviour
{ {
public GameObject player; public GameObject player;
public GameObject[] prefabsHighProbability; // 50% public GameObject city;
public GameObject[] prefabsMiddleProbability; // 35% public GameObject tile;
public GameObject[] prefabsLowProbability; // 10%
public GameObject[] prefabsLowestProbability; // 5%
Dictionary<Vector3, GameObject> tiles; Dictionary<Vector3, GameObject> tiles;
GameObject currentTile; GameObject currentTile;
List<GameObject> renderedTiles; List<GameObject> renderedTiles;
@ -65,11 +63,6 @@ public class WorldGenerator : MonoBehaviour
resetPlayer(); resetPlayer();
} }
public void prepareMap()
{
GameObject.Find("Map").GetComponent<Map>().prepare(tiles, currentTile);
}
void resetPlayer() void resetPlayer()
{ {
if (player.transform.position.y <= -5) if (player.transform.position.y <= -5)
@ -84,37 +77,28 @@ public class WorldGenerator : MonoBehaviour
Vector3 pos = currentTile.GetComponent<Tile>().needConnectedTile(playerX, playerZ); Vector3 pos = currentTile.GetComponent<Tile>().needConnectedTile(playerX, playerZ);
if (!tiles.ContainsKey(pos) && pos.y == 0) if (!tiles.ContainsKey(pos) && pos.y == 0)
{ {
int chance = rand.Next(1,101); GameObject newTile;
GameObject[] usedArray; string name;
if (chance > 50) int chance = rand.Next(1,11);
Vector3 mapPos = new Vector3(pos.x * 100, 0, pos.z * 100);
if (chance == 1)
{ {
usedArray = prefabsHighProbability; newTile = Instantiate(city, mapPos, Quaternion.identity);
} name = city.name;
else if (chance > 15 && chance <= 50)
{
usedArray = prefabsMiddleProbability;
}
else if (chance > 5 && chance <= 15)
{
usedArray = prefabsLowProbability;
} }
else else
{ {
usedArray = prefabsLowestProbability; newTile = Instantiate(tile, mapPos, Quaternion.identity);
name = tile.name;
noise.applyNoise(newTile);
} }
int index = rand.Next(0, usedArray.Length);
Vector3 mapPos = new Vector3(pos.x * 100, 0, pos.z * 100);
GameObject newTile = Instantiate(usedArray[index], mapPos, Quaternion.identity);
string name = usedArray[index].name;
if (name.Contains("_")) if (name.Contains("_"))
{ {
name = name.Split('_')[0]; name = name.Split('_')[0];
} }
newTile.name = name + "_" + tiles.Count; newTile.name = name + "_" + tiles.Count;
newTile.GetComponent<Tile>().generateTile(pos, name); newTile.GetComponent<Tile>().generateTile(pos, name);
applyNoise(newTile, name.Split('_')[0]);
tiles.Add(pos, newTile); tiles.Add(pos, newTile);
renderedTiles.Add(newTile); renderedTiles.Add(newTile);
} }
@ -131,37 +115,6 @@ public class WorldGenerator : MonoBehaviour
} }
} }
private void applyNoise(GameObject tile, string type)
{
switch (type.ToLower())
{
case "tile":
noise.applyTileNoise(tile);
break;
case "stonetile":
noise.applyStoneTileNoise(tile);
break;
case "treetile":
noise.applyTreeTileNoise(tile);
break;
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;
}
}
public void hideTile(float playerX, float playerZ) public void hideTile(float playerX, float playerZ)
{ {
if (currentTile.GetComponent<Tile>().leftTile(playerX, playerZ)) if (currentTile.GetComponent<Tile>().leftTile(playerX, playerZ))

View File

@ -1,6 +1,7 @@
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PrefabImporter: folderAsset: yes
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View File

@ -0,0 +1,31 @@
Shader "Custom/TileColor"
{
SubShader
{
Tags { "RenderType" = "Opaque"}
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Lambert vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
struct Input
{
float4 vertColor;
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
o.vertColor = v.color;
}
void surf(Input IN, inout SurfaceOutput o) {
o.Albedo = IN.vertColor.rgb;
}
ENDCG
}
FallBack "Diffuse"
}

View File

@ -0,0 +1,10 @@
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ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
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