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();
|
||||
case "TreeTile":
|
||||
return generateTreeTileContent();
|
||||
case "RiverTile1":
|
||||
return generateRiverTileContent();
|
||||
case "RiverTile2":
|
||||
return generateRiverTileContent();
|
||||
case "RiverTile3":
|
||||
return generateRiverTileContent();
|
||||
case "LakeTile":
|
||||
return generateLakeTileContent();
|
||||
}
|
||||
return null;
|
||||
}
|
||||
@ -41,7 +49,7 @@ public class ContentGenerator : MonoBehaviour
|
||||
}
|
||||
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)];
|
||||
}
|
||||
@ -101,4 +109,53 @@ public class ContentGenerator : MonoBehaviour
|
||||
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())
|
||||
{
|
||||
player.GetComponent<Player>().move();
|
||||
if (Input.GetKeyDown(KeyCode.M))
|
||||
{
|
||||
worldGen.GetComponent<WorldGenerator>().prepareMap();
|
||||
uihandler.switchMap();
|
||||
}
|
||||
else if (Input.GetKeyDown(KeyCode.E))
|
||||
if (Input.GetKeyDown(KeyCode.E))
|
||||
{
|
||||
GameObject target = playerCam.GetComponent<PlayerCamera>().interactWithObject();
|
||||
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
|
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|
||||
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|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@ -4,94 +4,193 @@ using UnityEngine;
|
||||
|
||||
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;
|
||||
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++)
|
||||
{
|
||||
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)
|
||||
{
|
||||
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
|
||||
Vector3[] vertices = mesh.vertices;
|
||||
float[] samples = calculateSamples(tile, 0.5f);
|
||||
float modifier = highestValue - lowestValue;
|
||||
if (lowestValue < 0)
|
||||
{
|
||||
lowestValue = lowestValue * -1;
|
||||
}
|
||||
|
||||
colors = new Color32[samples.Length];
|
||||
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++)
|
||||
{
|
||||
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;
|
||||
float[] samples = calculateSamples(tile, 0.5f);
|
||||
for (int i = 0; i < samples.Length; i++)
|
||||
for (int i = 0; i < vertices.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;
|
||||
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];
|
||||
float[] samples = new float[vertices.Length];
|
||||
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)
|
||||
{
|
||||
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) - modifier;
|
||||
float sample = Mathf.PerlinNoise(xCord, yCord);
|
||||
samples[i] = sample;
|
||||
}
|
||||
}
|
||||
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.RecalculateBounds();
|
||||
mesh.RecalculateNormals();
|
||||
mesh.colors32 = colors;
|
||||
tile.GetComponent<MeshCollider>().sharedMesh = mesh;
|
||||
}
|
||||
}
|
||||
|
||||
@ -10,7 +10,6 @@ namespace Assets.Scripts
|
||||
{
|
||||
public class UIHandler : MonoBehaviour
|
||||
{
|
||||
public GameObject map;
|
||||
public GameObject compass;
|
||||
public GameObject information;
|
||||
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);
|
||||
}
|
||||
|
||||
public void switchMap()
|
||||
{
|
||||
if (state == UIState.MAP)
|
||||
{
|
||||
closeMap();
|
||||
}
|
||||
else
|
||||
{
|
||||
openMap();
|
||||
}
|
||||
}
|
||||
|
||||
public void switchCharactersheet()
|
||||
{
|
||||
if (state == UIState.CHARACTER)
|
||||
@ -223,20 +210,6 @@ namespace Assets.Scripts
|
||||
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()
|
||||
{
|
||||
GameObject.Find("txtRounds").GetComponent<Text>().text = "-1";
|
||||
|
||||
@ -7,10 +7,8 @@ using UnityEngine.UI;
|
||||
public class WorldGenerator : MonoBehaviour
|
||||
{
|
||||
public GameObject player;
|
||||
public GameObject[] prefabsHighProbability; // 50%
|
||||
public GameObject[] prefabsMiddleProbability; // 35%
|
||||
public GameObject[] prefabsLowProbability; // 10%
|
||||
public GameObject[] prefabsLowestProbability; // 5%
|
||||
public GameObject city;
|
||||
public GameObject tile;
|
||||
Dictionary<Vector3, GameObject> tiles;
|
||||
GameObject currentTile;
|
||||
List<GameObject> renderedTiles;
|
||||
@ -65,11 +63,6 @@ public class WorldGenerator : MonoBehaviour
|
||||
resetPlayer();
|
||||
}
|
||||
|
||||
public void prepareMap()
|
||||
{
|
||||
GameObject.Find("Map").GetComponent<Map>().prepare(tiles, currentTile);
|
||||
}
|
||||
|
||||
void resetPlayer()
|
||||
{
|
||||
if (player.transform.position.y <= -5)
|
||||
@ -84,37 +77,28 @@ public class WorldGenerator : MonoBehaviour
|
||||
Vector3 pos = currentTile.GetComponent<Tile>().needConnectedTile(playerX, playerZ);
|
||||
if (!tiles.ContainsKey(pos) && pos.y == 0)
|
||||
{
|
||||
int chance = rand.Next(1,101);
|
||||
GameObject[] usedArray;
|
||||
if (chance > 50)
|
||||
GameObject newTile;
|
||||
string name;
|
||||
int chance = rand.Next(1,11);
|
||||
Vector3 mapPos = new Vector3(pos.x * 100, 0, pos.z * 100);
|
||||
if (chance == 1)
|
||||
{
|
||||
usedArray = prefabsHighProbability;
|
||||
}
|
||||
else if (chance > 15 && chance <= 50)
|
||||
{
|
||||
usedArray = prefabsMiddleProbability;
|
||||
}
|
||||
else if (chance > 5 && chance <= 15)
|
||||
{
|
||||
usedArray = prefabsLowProbability;
|
||||
newTile = Instantiate(city, mapPos, Quaternion.identity);
|
||||
name = city.name;
|
||||
}
|
||||
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("_"))
|
||||
{
|
||||
name = name.Split('_')[0];
|
||||
}
|
||||
newTile.name = name + "_" + tiles.Count;
|
||||
newTile.GetComponent<Tile>().generateTile(pos, name);
|
||||
applyNoise(newTile, name.Split('_')[0]);
|
||||
tiles.Add(pos, 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)
|
||||
{
|
||||
if (currentTile.GetComponent<Tile>().leftTile(playerX, playerZ))
|
||||
|
||||
@ -1,6 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0468224f3427ea24da8d5d5654f6c2a3
|
||||
PrefabImporter:
|
||||
guid: db07cd9d6ae026d4c9624dc7545d251b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
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