Initial commit

This commit is contained in:
ean205
2026-01-13 19:09:23 +03:00
parent a3da1c20ae
commit b617d0c517
372 changed files with 16351 additions and 0 deletions

63
Assets/scripts/cell.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class cell : MonoBehaviour
{
public Vector2Int pos = new Vector2Int(0, 0);
public float noiseValue;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
/*
GetComponent<SpriteRenderer>().color = new Color(noiseValue, noiseValue, noiseValue, 1);
noiseValue = Random.Range(0f, 1f);
*/
}
public void Init()
{
//Debug.Log(noiseValue);
noiseValue = Mathf.Pow(noiseValue, 1.7f);
float pow = 1.2f;
Color color;
if (noiseValue <= 0.35)
{
noiseValue = Mathf.Pow(noiseValue, pow);
color = new Color(noiseValue*0.2f, noiseValue * 0.2f, noiseValue + 0.1f);//âîäà
}
else if (noiseValue <= 0.5)
{
noiseValue = Mathf.Pow(noiseValue, pow);
color = new Color(noiseValue*0.4f, noiseValue+0.3f, noiseValue*0.4f);//íèçèíà
}
else if (noiseValue <= 0.8)
{
noiseValue = Mathf.Pow(noiseValue, pow);
color = new Color(noiseValue * 0.2f, noiseValue + 0.3f, noiseValue * 0.2f);//ïîëå
}
else if (noiseValue <= 0.95)
{
noiseValue = Mathf.Pow(noiseValue, pow);
color = new Color(noiseValue*0.8f + 0.1f, noiseValue * 0.4f, noiseValue * 0.2f);//ãîðû
}
else
{
noiseValue = Mathf.Pow(noiseValue, pow);
color = new Color(noiseValue*0.6f + 0.0f, noiseValue * 0.1f, noiseValue * 0.0f);//íåïðîõîäèìûé ïèê
}
GetComponent<SpriteRenderer>().color = color;
}
}

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69
Assets/scripts/gridGen.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class gridGen : MonoBehaviour
{
public perlinNoise noise;
public GameObject hexPrefab;
public Transform mapStart;
private float translationVert;
public int x = 32;
public int y = 32;
private float scaleY = Mathf.Sqrt(3) / 2;
private float scaleX = 1;
private int nowX;
private int nowY;
// Start is called before the first frame update
void Start()
{
/*
GameObject hex2 = Instantiate(hexPrefab);
hex2.transform.Translate(new Vector3(0, scaleY, 0));
GameObject hex3 = Instantiate(hexPrefab);
hex3.transform.Translate(new Vector3(0.75f*scaleX, 0.5f*scaleY, 0));
*/
}
// Update is called once per frame
void Update()
{
if (nowX < x)
{
while (nowY < y)
{
float modX = 0.25f;
float modY = 0;
if (nowX % 2 == 1)
{
modY = 0.5f;
}
initHex(mapStart.position.x + (scaleX * nowX) - (modX*scaleX*nowX), mapStart.position.y + (scaleY * nowY) + (modY*scaleY));
nowY++;
}
{
nowX++;
nowY = 0;
}
}
}
private void initHex(float x, float y)
{
GameObject hex = Instantiate(hexPrefab);
hex.transform.Translate(new Vector3(x, y, 0));
hex.GetComponent<cell>().noiseValue = noise.getNoise((float) nowX/this.x, (float) nowY /this.x, Mathf.Max(this.x, this.y));
hex.GetComponent<cell>().Init();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class hexCulling : MonoBehaviour
{
public Camera camera;
public float baseX;
public float baseY;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.localScale = new Vector3(-1 * baseX * (10+camera.transform.position.z), -1 * baseX * (10+camera.transform.position.z), 3);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class perlinNoise : MonoBehaviour
{
public int seed = 0;
private float offsetX = 0;
private float offsetY = 0;
private float offsetX1 = 0;
private float offsetY1 = 0;
private float offsetX2 = 0;
private float offsetY2 = 0;
// Start is called before the first frame update
void Start()
{
if(seed == -1) { seed = (int) (Random.value * 1000000000); }
Debug.Log(seed);
Random.InitState(seed);
offsetX = Random.value;
offsetY = Random.value;
offsetX1 = Random.value;
offsetY1 = Random.value;
offsetX2 = Random.value;
offsetY2 = Random.value;
}
public float getNoise(float x, float y, int size)
{
float density = size / 32;
//Debug.Log(size);
//Debug.Log(density);
//Debug.Log(x + " " + y);
x *= density;
y *= density;
float val1 = Mathf.PerlinNoise(x + offsetX, y + offsetY);
float val2 = Mathf.PerlinNoise(x*2 + offsetX1, y*2 + offsetY1);
float val3 = Mathf.PerlinNoise(x*8 + offsetX2, y*8 + offsetY2);
float res = val1*0.7f+val2*0.4f+val3*0.3f;
return res;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class randInitColor : MonoBehaviour
{
// Start is called before the first frame update
public float minR = 0;
public float minG = 0;
public float minB = 0;
public float maxR = 1;
public float maxG = 1;
public float maxB = 1;
void Start()
{
float r = Random.RandomRange(minR, maxR);
float g = Random.RandomRange(minG, maxG);
float b = Random.RandomRange(minB, maxB);
gameObject.GetComponent<SpriteRenderer>().color = new Color(r, g, b, 1);
gameObject.GetComponent<SpriteRenderer>().enabled = false;
gameObject.GetComponent<SpriteRenderer>().enabled = true;
}
// Update is called once per frame
void Update()
{
}
}

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