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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 Players = new List(); + 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()); + 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); } - } - /// - /// - /// - /// The camera to move - /// Do we move in the X axis or the Z? - 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(); + */ + + /* + /// + /// + /// + /// The camera to move + /// Do we move in the X axis or the Z? + 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); + } + */ \ No newline at end of file diff --git a/Assets/Scipts/Tile.cs b/Assets/Scipts/Tile.cs new file mode 100644 index 0000000..9a85ab9 --- /dev/null +++ b/Assets/Scipts/Tile.cs @@ -0,0 +1,8 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Tile : MonoBehaviour { + + public GameObject[] LandmarkPoints; +} diff --git a/Assets/Scipts/Tile.cs.meta b/Assets/Scipts/Tile.cs.meta new file mode 100644 index 0000000..acd01cf --- /dev/null +++ b/Assets/Scipts/Tile.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2301390022f0d72478aae034e36cd8ff +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: