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Fixed map generation bug in build

master
Joshua Reason 4 years ago
parent
commit
fbb4da7234
13 changed files with 22 additions and 20 deletions
  1. +2
    -2
      Assets/Data/Networking/Server/Realtime/ClientList.asset
  2. +1
    -1
      Assets/Prefabs/Map Sections.meta
  3. +1
    -1
      Assets/Prefabs/Map Sections/Link Sections.meta
  4. +1
    -1
      Assets/Prefabs/Map Sections/Link Sections/Width 3.meta
  5. +1
    -1
      Assets/Prefabs/Map Sections/Link Sections/Width 3/Links Width 3.asset
  6. +1
    -1
      Assets/Prefabs/Map Sections/Link Sections/Width 5.meta
  7. +1
    -1
      Assets/Prefabs/Map Sections/Link Sections/Width 7.meta
  8. +1
    -1
      Assets/Prefabs/Map Sections/Width 3.meta
  9. +1
    -1
      Assets/Prefabs/Map Sections/Width 5.meta
  10. +1
    -1
      Assets/Prefabs/Map Sections/Width 7.meta
  11. +0
    -8
      Assets/Scripts/Components.meta
  12. +10
    -0
      Assets/Scripts/Map Generation/MapManager.cs
  13. +1
    -1
      ProjectSettings/EditorBuildSettings.asset

+ 2
- 2
Assets/Data/Networking/Server/Realtime/ClientList.asset View File

@ -1,3 +1,3 @@
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size 1142

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Assets/Prefabs/Map Sections.meta View File

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+ 1
- 1
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+ 1
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+ 1
- 1
Assets/Prefabs/Map Sections/Width 5.meta View File

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+ 0
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Assets/Scripts/Components.meta View File

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userData:
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+ 10
- 0
Assets/Scripts/Map Generation/MapManager.cs View File

@ -168,8 +168,18 @@ public class MapManager : ScriptableObject
updateCriteria(); //We update the section selection criteria for the current gamestate
Debug.Log("Sections length:" + sections.Count);
int count = -1;
foreach (MapSection section in sections)
{
count++;
if (section == null)
{
Debug.Log("Section is empty [" + count + "]");
continue;
}
if (section.weight > 0 && checkSegments(section))
{
//If a segment is a valid continuation of the current most-recent segment, add it to the list

+ 1
- 1
ProjectSettings/EditorBuildSettings.asset View File

@ -1,3 +1,3 @@
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oid sha256:89626e954c478d28ed17bbfc46452669c9cb4d5ced3c8e3e886ed6191cf54b15
size 1383

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