using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class Map : MonoBehaviour
|
|
{
|
|
|
|
GameObject LocalPlayer;
|
|
List<GameObject> Players = new List<GameObject>();
|
|
|
|
public GameObject[] Tiles;
|
|
public List<GameObject> Landmarks;
|
|
|
|
public int TileSize = 100;
|
|
public Vector2 MapDimensions;
|
|
|
|
//Minimum and maximum values for the map
|
|
public float minX { get { return (-MapDimensions.x * (TileSize / 2)); } }
|
|
public float maxX { get { return (MapDimensions.x * (TileSize / 2)); } }
|
|
public float minZ { get { return (-MapDimensions.y * (TileSize / 2)); } }
|
|
public float maxZ { get { return (MapDimensions.y * (TileSize / 2)); } }
|
|
|
|
|
|
#region StartupFunctions
|
|
private void Start()
|
|
{
|
|
LocalPlayer = Multiplayer.PlayersManager.Instance.LocalPlayer;
|
|
Players.Add(LocalPlayer);
|
|
foreach (GameObject curPlayer in Multiplayer.PlayersManager.Instance.RemotePlayers.Values)
|
|
{
|
|
Players.Add(curPlayer);
|
|
}
|
|
GenerateTiles();
|
|
CreateDummys();
|
|
|
|
Random.State state = Random.state;
|
|
Random.InitState((int)System.DateTime.Now.Ticks);
|
|
LocalPlayer.transform.position = new Vector3(Random.Range(minX, maxX), 5, Random.Range(minX, maxX));
|
|
Random.state = state;
|
|
}
|
|
|
|
//Create dummy players for the world wrapping
|
|
void CreateDummys()
|
|
{
|
|
foreach (GameObject Player in Players)
|
|
{
|
|
Player PS = Player.GetComponent<Player>();
|
|
PS.CreateDummies(this);
|
|
}
|
|
}
|
|
|
|
|
|
public void GenerateTiles()
|
|
{
|
|
float HalfSize = TileSize / 2;
|
|
Vector3 startPoint = new Vector3(-(MapDimensions.x * HalfSize), 0.0f, -(MapDimensions.y * HalfSize));
|
|
|
|
|
|
for (int x = 0; x < MapDimensions.x; x++)
|
|
{
|
|
for (int z = 0; z < MapDimensions.y; z++)
|
|
{
|
|
int randIndex = Random.Range(0, Tiles.Length);
|
|
float RandomRotation = Random.Range(0, 4) * 90;
|
|
Vector3 position = startPoint + new Vector3(TileSize * x + HalfSize, 0.0f, TileSize * z + HalfSize);
|
|
Debug.Log(position);
|
|
GameObject Tile = Instantiate(Tiles[randIndex]);
|
|
Tile.transform.position = position;
|
|
Tile.transform.Rotate(Vector3.up, RandomRotation);
|
|
Tile.name = "Tile [" + x + "," + z + "]";
|
|
|
|
|
|
PopulateTile(Tile.GetComponent<Tile>());
|
|
|
|
|
|
if (x == 0)
|
|
{
|
|
Vector3 newPos = position;
|
|
newPos.x += TileSize * MapDimensions.x;
|
|
|
|
GameObject MirrorTile = Instantiate(Tile);
|
|
MirrorTile.transform.position = newPos;
|
|
MirrorTile.transform.rotation = Tile.transform.rotation;
|
|
MirrorTile.name = Tile.name + "(Mirror)";
|
|
}
|
|
|
|
if (z == 0)
|
|
{
|
|
Vector3 newPos = position;
|
|
newPos.z += TileSize * MapDimensions.y;
|
|
|
|
GameObject MirrorTile = Instantiate(Tile);
|
|
MirrorTile.transform.position = newPos;
|
|
MirrorTile.transform.rotation = Tile.transform.rotation;
|
|
MirrorTile.name = Tile.name + "(Mirror)";
|
|
}
|
|
|
|
if (x == 0 && z == 0)
|
|
{
|
|
Vector3 newPos = position;
|
|
newPos.x += TileSize * MapDimensions.x;
|
|
newPos.z += TileSize * MapDimensions.y;
|
|
|
|
GameObject MirrorTile = Instantiate(Tile);
|
|
MirrorTile.transform.position = newPos;
|
|
MirrorTile.transform.rotation = Tile.transform.rotation;
|
|
MirrorTile.name = Tile.name + "(Mirror)";
|
|
}
|
|
|
|
if (x == MapDimensions.x - 1)
|
|
{
|
|
Vector3 newPos = position;
|
|
newPos.x -= TileSize * MapDimensions.x;
|
|
|
|
GameObject MirrorTile = Instantiate(Tile);
|
|
MirrorTile.transform.position = newPos;
|
|
MirrorTile.transform.rotation = Tile.transform.rotation;
|
|
MirrorTile.name = Tile.name + "(Mirror)";
|
|
}
|
|
|
|
if (z == MapDimensions.y - 1)
|
|
{
|
|
Vector3 newPos = position;
|
|
newPos.z -= TileSize * MapDimensions.y;
|
|
|
|
GameObject MirrorTile = Instantiate(Tile);
|
|
MirrorTile.transform.position = newPos;
|
|
MirrorTile.transform.rotation = Tile.transform.rotation;
|
|
MirrorTile.name = Tile.name + "(Mirror)";
|
|
}
|
|
|
|
if (x == MapDimensions.x - 1 && z == MapDimensions.y - 1)
|
|
{
|
|
Vector3 newPos = position;
|
|
newPos.x -= TileSize * MapDimensions.x;
|
|
newPos.z -= TileSize * MapDimensions.y;
|
|
|
|
GameObject MirrorTile = Instantiate(Tile);
|
|
MirrorTile.transform.position = newPos;
|
|
MirrorTile.transform.rotation = Tile.transform.rotation;
|
|
MirrorTile.name = Tile.name + "(Mirror)";
|
|
}
|
|
|
|
if (x == 0 && z == MapDimensions.y - 1)
|
|
{
|
|
Vector3 newPos = position;
|
|
newPos.x += TileSize * MapDimensions.x;
|
|
newPos.z -= TileSize * MapDimensions.y;
|
|
|
|
GameObject MirrorTile = Instantiate(Tile);
|
|
MirrorTile.transform.position = newPos;
|
|
MirrorTile.transform.rotation = Tile.transform.rotation;
|
|
MirrorTile.name = Tile.name + "(Mirror)";
|
|
}
|
|
|
|
if (x == MapDimensions.x - 1 && z == 0)
|
|
{
|
|
Vector3 newPos = position;
|
|
newPos.x -= TileSize * MapDimensions.x;
|
|
newPos.z += TileSize * MapDimensions.y;
|
|
|
|
GameObject MirrorTile = Instantiate(Tile);
|
|
MirrorTile.transform.position = newPos;
|
|
MirrorTile.transform.rotation = Tile.transform.rotation;
|
|
MirrorTile.name = Tile.name + "(Mirror)";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Populate the tile with landmarks
|
|
void PopulateTile(Tile tile)
|
|
{
|
|
foreach (Transform LP in tile.LandMarkLocations)
|
|
{
|
|
if (Landmarks.Count > 0)
|
|
{
|
|
int rand = Random.Range(0, Landmarks.Count);
|
|
Instantiate(Landmarks[rand], LP.transform.position, Landmarks[rand].transform.rotation, tile.transform);
|
|
Landmarks.Remove(Landmarks[rand]);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
}
|
|
//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)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
void HandleCamSizing()
|
|
{
|
|
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 SetCam(float x, float y, Camera cam)
|
|
{
|
|
cam.rect = new Rect(x, y, 1, 1);
|
|
}
|
|
*/
|