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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Map : MonoBehaviour {
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;
public float maxX;
public float minZ;
public float maxZ;
/*
public Camera TopCam;
public Camera BotCam;
public Camera LeftCam;
public Camera RightCam;
*/
#region StartupFunctions
private void Start()
{
//GenerateMap();
CreateDummys();
}
//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.Find("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();
}
void Teleport()
{
Transform PT = LocalPlayer.transform;
if (PT.position.x > maxX)
{
PT.position = new Vector3(minX, PT.position.y, PT.position.z);
}
else if (PT.position.x < minX)
{
PT.position = new Vector3(maxX, PT.position.y, PT.position.z);
}
if (PT.position.z > maxZ)
{
PT.position = new Vector3(PT.position.x, PT.position.y, minZ);
}
else if (PT.position.z < minZ)
{
PT.position = new Vector3(PT.position.x, PT.position.y, maxZ);
}
}
}
//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);
}
*/