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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{
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GameObject LocalPlayer;
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List<GameObject> Players = new List<GameObject>();
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public GameObject[] Tiles;
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public List<GameObject> Landmarks;
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public int TileSize = 100;
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public Vector2 MapDimensions;
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public List<GameObject> Veggies;
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//Minimum and maximum values for the map
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public float minX { get { return (-MapDimensions.x * (TileSize / 2)); } }
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public float maxX { get { return (MapDimensions.x * (TileSize / 2)); } }
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public float minZ { get { return (-MapDimensions.y * (TileSize / 2)); } }
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public float maxZ { get { return (-MapDimensions.y * (TileSize / 2)); } }
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#region StartupFunctions
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private void Start()
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{
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LocalPlayer = Multiplayer.PlayersManager.Instance.LocalPlayer;
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Players.Add(LocalPlayer);
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foreach (GameObject curPlayer in Multiplayer.PlayersManager.Instance.RemotePlayers.Values)
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{
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Players.Add(curPlayer);
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}
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GenerateTiles();
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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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foreach (GameObject Player in Players)
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{
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Player PS = Player.GetComponent<Player>();
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Transform PT = Player.transform;
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Transform model = PT.Find("Model");
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PS.dummies.Add(Instantiate(model, new Vector3(PT.position.x + minX, PT.position.y, PT.position.z), transform.rotation, PT).gameObject);
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PS.dummies.Add(Instantiate(model, new Vector3(PT.position.x + maxX, PT.position.y, PT.position.z), transform.rotation, PT).gameObject);
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PS.dummies.Add(Instantiate(model, new Vector3(PT.position.x, PT.position.y, PT.position.z + minZ), transform.rotation, PT).gameObject);
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PS.dummies.Add(Instantiate(model, new Vector3(PT.position.x, PT.position.y, PT.position.z + maxZ), transform.rotation, PT).gameObject);
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foreach (GameObject dummie in PS.dummies)
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{
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foreach (Collider col in dummie.GetComponentsInChildren<Collider>())
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{
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col.enabled = false;
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}
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}
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}
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}
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public void GenerateTiles()
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{
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float HalfSize = TileSize / 2;
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Vector3 startPoint = new Vector3(-(MapDimensions.x * HalfSize), 0.0f, -(MapDimensions.y * HalfSize));
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for (int x = 0; x < MapDimensions.x; x++)
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{
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for (int z = 0; z < MapDimensions.y; z++)
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{
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int randIndex = Random.Range(0, Tiles.Length);
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float RandomRotation = Random.Range(0, 4) * 90;
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Vector3 position = startPoint + new Vector3(TileSize * x + HalfSize, 0.0f, TileSize * z + HalfSize);
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Debug.Log(position);
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GameObject Tile = Instantiate(Tiles[randIndex]);
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Tile.transform.position = position;
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Tile.transform.Rotate(Vector3.up, RandomRotation);
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Tile.name = "Tile [" + x + "," + z + "]";
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if (x == 0)
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{
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Vector3 newPos = position;
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newPos.x += TileSize * MapDimensions.x;
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GameObject MirrorTile = Instantiate(Tiles[randIndex]);
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MirrorTile.transform.position = newPos;
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MirrorTile.transform.Rotate(Vector3.up, RandomRotation);
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MirrorTile.name = Tile.name + "(Mirror)";
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}
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if (z == 0)
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{
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Vector3 newPos = position;
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newPos.z += TileSize * MapDimensions.y;
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GameObject MirrorTile = Instantiate(Tiles[randIndex]);
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MirrorTile.transform.position = newPos;
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MirrorTile.transform.Rotate(Vector3.up, RandomRotation);
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MirrorTile.name = Tile.name + "(Mirror)";
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}
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if (x == 0 && z == 0)
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{
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Vector3 newPos = position;
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newPos.x += TileSize * MapDimensions.x;
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newPos.z += TileSize * MapDimensions.y;
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GameObject MirrorTile = Instantiate(Tiles[randIndex]);
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MirrorTile.transform.position = newPos;
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MirrorTile.transform.Rotate(Vector3.up, RandomRotation);
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MirrorTile.name = Tile.name + "(Mirror)";
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}
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if (x == MapDimensions.x - 1)
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{
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Vector3 newPos = position;
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newPos.x -= TileSize * MapDimensions.x;
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GameObject MirrorTile = Instantiate(Tiles[randIndex]);
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MirrorTile.transform.position = newPos;
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MirrorTile.transform.Rotate(Vector3.up, RandomRotation);
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MirrorTile.name = Tile.name + "(Mirror)";
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}
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if (z == MapDimensions.y - 1)
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{
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Vector3 newPos = position;
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newPos.z -= TileSize * MapDimensions.y;
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GameObject MirrorTile = Instantiate(Tiles[randIndex]);
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MirrorTile.transform.position = newPos;
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MirrorTile.transform.Rotate(Vector3.up, RandomRotation);
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MirrorTile.name = Tile.name + "(Mirror)";
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}
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if (x == MapDimensions.x - 1 && z == MapDimensions.y - 1)
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{
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Vector3 newPos = position;
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newPos.x -= TileSize * MapDimensions.x;
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newPos.z -= TileSize * MapDimensions.y;
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GameObject MirrorTile = Instantiate(Tiles[randIndex]);
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MirrorTile.transform.position = newPos;
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MirrorTile.transform.Rotate(Vector3.up, RandomRotation);
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MirrorTile.name = Tile.name + "(Mirror)";
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}
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if (x == 0 && z == MapDimensions.y - 1)
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{
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Vector3 newPos = position;
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newPos.x += TileSize * MapDimensions.x;
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newPos.z -= TileSize * MapDimensions.y;
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GameObject MirrorTile = Instantiate(Tiles[randIndex]);
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MirrorTile.transform.position = newPos;
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MirrorTile.transform.Rotate(Vector3.up, RandomRotation);
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MirrorTile.name = Tile.name + "(Mirror)";
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}
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if (x == MapDimensions.x - 1 && z == 0)
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{
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Vector3 newPos = position;
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newPos.x -= TileSize * MapDimensions.x;
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newPos.z += TileSize * MapDimensions.y;
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GameObject MirrorTile = Instantiate(Tiles[randIndex]);
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MirrorTile.transform.position = newPos;
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MirrorTile.transform.Rotate(Vector3.up, RandomRotation);
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MirrorTile.name = Tile.name + "(Mirror)";
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}
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}
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}
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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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