Reworked tile generation, removed map, redone colour scheme, v1.2.0
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File diff suppressed because it is too large
Load Diff
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -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)
|
||||||
|
|||||||
@ -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++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
203
Assets/Scripts/NewTileScript.cs
Normal file
203
Assets/Scripts/NewTileScript.cs
Normal 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 3a168312b9f89044eac3b72d87cde0ac
|
guid: 4d53b2b3bfaa3874885a1bc9b08093dc
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
@ -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;
|
{
|
||||||
Vector3[] vertices = mesh.vertices;
|
lowestValue = lowestValue * -1;
|
||||||
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<MeshFilter>().mesh;
|
Mesh mesh = tile.GetComponent<MeshCollider>().sharedMesh;
|
||||||
Vector3[] vertices = mesh.vertices;
|
Vector3[] vertices = mesh.vertices;
|
||||||
float[] samples = calculateSamples(tile, 0.5f);
|
for (int i = 0; i < vertices.Length; i++)
|
||||||
for (int i = 0; i < samples.Length; i++)
|
|
||||||
{
|
{
|
||||||
vertices[i].y = samples[i] * 7.5f;
|
vertices[i].y = 0;
|
||||||
}
|
}
|
||||||
applyMesh(tile, vertices, mesh);
|
mesh.vertices = vertices;
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
mesh.RecalculateNormals();
|
||||||
|
tile.GetComponent<MeshCollider>().sharedMesh = mesh;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void applyLakeTileNoise(GameObject tile)
|
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, 1.5f);
|
float[] samples = new float[vertices.Length];
|
||||||
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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -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";
|
||||||
|
|||||||
@ -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))
|
||||||
|
|||||||
@ -1,6 +1,7 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 0468224f3427ea24da8d5d5654f6c2a3
|
guid: db07cd9d6ae026d4c9624dc7545d251b
|
||||||
PrefabImporter:
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
userData:
|
userData:
|
||||||
assetBundleName:
|
assetBundleName:
|
||||||
31
Assets/Shaders/TileColor.shader
Normal file
31
Assets/Shaders/TileColor.shader
Normal 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"
|
||||||
|
}
|
||||||
10
Assets/Shaders/TileColor.shader.meta
Normal file
10
Assets/Shaders/TileColor.shader.meta
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3bf4effba2f519c4fb7d3a87f4635f08
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
preprocessorOverride: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Loading…
x
Reference in New Issue
Block a user