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