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Map generation added

Food started
master
MB 5 years ago
parent
commit
09f9c550c9
5 changed files with 514 additions and 72 deletions
  1. +2
    -2
      Assets/Scenes/ClientScene.unity
  2. +349
    -37
      Assets/Scenes/MainScene.unity
  3. +144
    -33
      Assets/Scipts/Map.cs
  4. +8
    -0
      Assets/Scipts/Tile.cs
  5. +11
    -0
      Assets/Scipts/Tile.cs.meta

+ 2
- 2
Assets/Scenes/ClientScene.unity View File

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Assets/Scenes/MainScene.unity View File

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+ 144
- 33
Assets/Scipts/Map.cs View File

@ -4,8 +4,14 @@ using UnityEngine;
public class Map : MonoBehaviour {
public GameMode mode; //Reference to the scenes gamemode script
GameObject LocalPlayer;
public GameObject LocalPlayer;
public GameObject[] Tiles;
public List<GameObject> Landmarks;
public GameObject[] MapGrid;
public GameObject[] WorldWrapGrid;
//Minimum and maximum values for the map
public float minX;
@ -13,28 +19,84 @@ public class Map : MonoBehaviour {
public float minZ;
public float maxZ;
public GameObject TopCam;
public GameObject BotCam;
public GameObject LeftCam;
public GameObject RightCam;
/*
public Camera TopCam;
public Camera BotCam;
public Camera LeftCam;
public Camera RightCam;
*/
#region StartupFunctions
private void Start()
{
//GenerateMap();
CreateDummys();
}
//How wide halfd the camera is for the resizing
public float camWidth = 8.0f;
public float camHeight = 5.0f;
//Create dummy players for the world wrapping
void CreateDummys()
{
List<GameObject> Players = new List<GameObject>();
foreach (GameObject Player in Players)
{
Transform PT = Player.transform;
Transform model = PT.FindChild("Model");
Instantiate(model, new Vector3(PT.position.x + minX, PT.position.y, PT.position.z), transform.rotation, PT);
Instantiate(model, new Vector3(PT.position.x + maxX, PT.position.y, PT.position.z), transform.rotation, PT);
Instantiate(model, new Vector3(PT.position.x, PT.position.y, PT.position.z + minZ), transform.rotation, PT);
Instantiate(model, new Vector3(PT.position.x, PT.position.y, PT.position.z + maxZ), transform.rotation, PT);
}
}
void GenerateMap()
{
GameObject[] gameTiles = new GameObject[4];
for (int i = 0; i < 4; i++)
{
int rand = Random.Range(0, Tiles.Length);
GameObject tile = Instantiate(Tiles[rand], MapGrid[i].transform.position, Quaternion.identity);
PopulateTile(tile.GetComponent<Tile>());
gameTiles[i] = tile;
}
//Create the fake tiles for the world wrapping (This is done super poorly and quickly, don't judge me :)
Instantiate(gameTiles[0], WorldWrapGrid[6].transform);
Instantiate(gameTiles[0], WorldWrapGrid[10].transform);
Instantiate(gameTiles[0], WorldWrapGrid[12].transform);
Instantiate(gameTiles[1], WorldWrapGrid[5].transform);
Instantiate(gameTiles[1], WorldWrapGrid[9].transform);
Instantiate(gameTiles[1], WorldWrapGrid[11].transform);
Instantiate(gameTiles[2], WorldWrapGrid[2].transform);
Instantiate(gameTiles[2], WorldWrapGrid[4].transform);
Instantiate(gameTiles[2], WorldWrapGrid[8].transform);
Instantiate(gameTiles[3], WorldWrapGrid[1].transform);
Instantiate(gameTiles[3], WorldWrapGrid[3].transform);
Instantiate(gameTiles[3], WorldWrapGrid[7].transform);
}
//Populate the tile with landmarks
void PopulateTile(Tile tile)
{
foreach(GameObject LP in tile.LandmarkPoints)
{
if (Landmarks.Count > 0)
{
int rand = Random.Range(0, Landmarks.Count);
Instantiate(Landmarks[rand], LP.transform.position, Quaternion.identity, tile.transform.parent);
}
}
}
#endregion
void Update()
{
Teleport();
HandleCameraMovement(TopCam, true);
HandleCameraMovement(BotCam, true);
HandleCameraMovement(LeftCam, false);
HandleCameraMovement(RightCam, false);
}
void Teleport()
{
Transform PT = LocalPlayer.transform;
Transform PT = LocalPlayer.transform;
if (PT.position.x > maxX)
{
PT.position = new Vector3(minX, PT.position.y, PT.position.z);
@ -47,31 +109,80 @@ public class Map : MonoBehaviour {
{
PT.position = new Vector3(PT.position.x, PT.position.y, minZ);
}
else if (PT.position.x < minX)
else if (PT.position.z < minZ)
{
PT.position = new Vector3(PT.position.x, PT.position.y, maxZ);
}
}
/// <summary>
///
/// </summary>
/// <param name="Cam"> The camera to move</param>
/// <param name="Xmove">Do we move in the X axis or the Z?</param>
void HandleCameraMovement(GameObject Cam, bool Xmove)
{
if (Xmove == true)
}
//EXTRA STUFF, PLEASE IGNORE
/*
* //IN UPDATE
HandleCameraMovement(TopCam, true);
HandleCameraMovement(BotCam, true);
HandleCameraMovement(LeftCam, false);
HandleCameraMovement(RightCam, false);
HandleCamSizing();
*/
/*
/// <summary>
///
/// </summary>
/// <param name="Cam"> The camera to move</param>
/// <param name="Xmove">Do we move in the X axis or the Z?</param>
void HandleCameraMovement(Camera Cam, bool Xmove)
{
Cam.transform.position = new Vector3(LocalPlayer.transform.position.x, Cam.transform.position.y, Cam.transform.position.z);
if (Xmove == true)
{
Cam.transform.position = new Vector3(LocalPlayer.transform.position.x, Cam.transform.position.y, Cam.transform.position.z);
}
else
{
Cam.transform.position = new Vector3(Cam.transform.position.x, Cam.transform.position.y, LocalPlayer.transform.position.z);
}
}
else
void HandleCamSizing()
{
Cam.transform.position = new Vector3(Cam.transform.position.x, Cam.transform.position.y, LocalPlayer.transform.position.z);
Transform PT = LocalPlayer.transform;
if (PT.position.x > maxX - camWidth)
{
float dif = ((maxX - PT.position.x) / camWidth) / 2;
SetCam(dif, 0, RightCam);
}
else if (PT.position.x < minX + camWidth)
{
float dif = ((minX - PT.position.x) / camWidth) / 2;
SetCam(dif, 0, LeftCam);
}
else
{
SetCam(1, 1, RightCam);
SetCam(1, 1, LeftCam);
}
if (PT.position.z > maxZ - camHeight)
{
float dif = ((maxZ - PT.position.z) / camHeight) / 2;
SetCam(0, dif, TopCam);
}
else if (PT.position.x < + camHeight)
{
float dif = ((minZ - PT.position.z) / camHeight) / 2;
SetCam(0, dif, BotCam);
}
else
{
SetCam(1, 1, RightCam);
SetCam(1, 1, LeftCam);
}
}
}
void HandleCamSizing()
{
}
}
void SetCam(float x, float y, Camera cam)
{
cam.rect = new Rect(x, y, 1, 1);
}
*/

+ 8
- 0
Assets/Scipts/Tile.cs View File

@ -0,0 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tile : MonoBehaviour {
public GameObject[] LandmarkPoints;
}

+ 11
- 0
Assets/Scipts/Tile.cs.meta View File

@ -0,0 +1,11 @@
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guid: 2301390022f0d72478aae034e36cd8ff
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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