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BIN
Assets/Scenes/Game.unity
LFS
BIN
Assets/Scenes/Game.unity
LFS
Binary file not shown.
@@ -1,63 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class cell : MonoBehaviour
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{
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public Vector2Int pos = new Vector2Int(0, 0);
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public float noiseValue;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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/*
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GetComponent<SpriteRenderer>().color = new Color(noiseValue, noiseValue, noiseValue, 1);
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noiseValue = Random.Range(0f, 1f);
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*/
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}
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public void Init()
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{
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//Debug.Log(noiseValue);
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noiseValue = Mathf.Pow(noiseValue, 1.7f);
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float pow = 1.2f;
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Color color;
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if (noiseValue <= 0.35)
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{
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noiseValue = Mathf.Pow(noiseValue, pow);
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color = new Color(noiseValue*0.2f, noiseValue * 0.2f, noiseValue + 0.1f);//âîäà
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}
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else if (noiseValue <= 0.5)
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{
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noiseValue = Mathf.Pow(noiseValue, pow);
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color = new Color(noiseValue*0.4f, noiseValue+0.3f, noiseValue*0.4f);//íèçèíà
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}
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else if (noiseValue <= 0.8)
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{
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noiseValue = Mathf.Pow(noiseValue, pow);
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color = new Color(noiseValue * 0.2f, noiseValue + 0.3f, noiseValue * 0.2f);//ïîëå
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}
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else if (noiseValue <= 0.95)
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{
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noiseValue = Mathf.Pow(noiseValue, pow);
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color = new Color(noiseValue*0.8f + 0.1f, noiseValue * 0.4f, noiseValue * 0.2f);//ãîðû
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}
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else
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{
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noiseValue = Mathf.Pow(noiseValue, pow);
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color = new Color(noiseValue*0.6f + 0.0f, noiseValue * 0.1f, noiseValue * 0.0f);//íåïðîõîäèìûé ïèê
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}
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GetComponent<SpriteRenderer>().color = color;
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}
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}
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@@ -7,63 +7,71 @@ public class gridGen : MonoBehaviour
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public perlinNoise noise;
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public GameObject hexPrefab;
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public Transform mapStart;
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private float translationVert;
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public int x = 32;
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public int y = 32;
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public int generationStep = 128; //Êîëè÷åñòâî ãåíåðèðóåìûõ çà êàäð ãåêñîâ
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public int progressNow = 0; //Ñêîëüêî óæå ñãåíåðèðîâàííî
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public int progressTotal = -1; //Âñåãî ãåêñîâ íóæíî ñãåíåðèðîâàòü
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//private float translationVert;
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private float scaleY = Mathf.Sqrt(3) / 2;
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private float scaleX = 1;
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public int x = 32;//Ðàçìåð ñåòêè ïî x
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public int y = 32;//Ðàçìåð ñåòêè ïî y
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private float scaleY = Mathf.Sqrt(3) / 2; //Ðàñ÷èòûâàåì êîððåêòíûé ðàçìåð ãåêñà ïî Oy äëÿ òî÷íûõ ñäâèãîâ
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private float scaleX = 1; //Ðàñ÷èòûâàåì êîððåêòíûé ðàçìåð ãåêñà ïî Ox äëÿ òî÷íûõ ñäâèãîâ
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private int nowX; //Êîîðäèíàòà òåêóùåãî ãåêñà ïî Ox
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private int nowY; //Êîîðäèíàòà òåêóùåãî ãåêñà ïî Oy
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private int nowStep = 0;//Ñãåíåðèðîâàííî çà ýòîò êàäð
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private int nowX;
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private int nowY;
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// Start is called before the first frame update
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void Start()
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{
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/*
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GameObject hex2 = Instantiate(hexPrefab);
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hex2.transform.Translate(new Vector3(0, scaleY, 0));
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GameObject hex3 = Instantiate(hexPrefab);
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hex3.transform.Translate(new Vector3(0.75f*scaleX, 0.5f*scaleY, 0));
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*/
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progressTotal = x * y;//Ñ÷èòàåì ñêîëüêî âñåãî ãåêñîâ â ñåòêå
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}
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// Update is called once per frame
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void Update()
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{
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if (nowX < x)
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while (nowStep < generationStep && nowX < x) //Äåëàåì generationStep çà êàäð è ïðîâåðÿåì ÷òî ãåíåðàöèÿ åùå íóæíà
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{
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while (nowY < y)
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if (nowY < y)//Ïðîâåðÿåì ÷òî ñòîëáåö åùå íå çàêîí÷åí
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{
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float modX = 0.25f;
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float modY = 0;
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float modX = 0.25f; //Ìíîæèòåëü äëÿ ñäâèãà ïî Ox
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float modY = 0; //Áàçîâûé ìíîæèòåëü ñäâèãà ïî Oy
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if (nowX % 2 == 1)
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{
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modY = 0.5f;
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modY = 0.5f; //Ñäâèã êàæäîãî íå÷åòíîãî ñòîëáöà
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}
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initHex(mapStart.position.x + (scaleX * nowX) - (modX*scaleX*nowX), mapStart.position.y + (scaleY * nowY) + (modY*scaleY));
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nowY++;
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initHex(mapStart.position.x + (scaleX * nowX) - (modX * scaleX * nowX), mapStart.position.y + (scaleY * nowY) + (modY * scaleY));//Ñîçäàíèå ãåêñà ñî ñäâèãàìè
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nowY++; //Óâåëè÷èâàåì íîìåð ñãåíåðèðîâàííîãî ãåêñà â ñòîëáöå
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progressNow++;//Óâåëè÷èâàåì ñ÷åò÷èê ïðîãðåññà
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nowStep++;//Óâåëè÷èâàåì ñ÷åò÷èê êîëè÷åñòâà ñãåíåðèðîâàííûõ çà êàäð ãåêñîâ
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}
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else //Åñëè ñòîëáåö çàîí÷èëñÿ ïåðåõîäèì ê ñëåäóþùåìó
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{
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nowX++;
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nowY = 0;
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}
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}
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if (nowStep == generationStep) nowStep = 0;//Ñáðàñûâàåì ñ÷åò÷èê ñãåíåðèðîâàííûõ çà êàäð ãåêñîâ
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if (nowX == x) this.enabled = false;//Çàâåðøàåì ãåíåðàöèþ ïîñëå åå êîíöà
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}
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private void initHex(float x, float y)
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{
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GameObject hex = Instantiate(hexPrefab);
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hex.transform.Translate(new Vector3(x, y, 0));
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hex.GetComponent<cell>().noiseValue = noise.getNoise((float) nowX/this.x, (float) nowY /this.x, Mathf.Max(this.x, this.y));
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hex.GetComponent<cell>().Init();
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GameObject hex = Instantiate(hexPrefab);//Ñîçäàåì êëîí áàçîâîãî ãåêñà
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hex.transform.Translate(new Vector3(x, y, 0));//Ñäâèãàåì êëîí íà íóæíóþ ïîçèöèþ â ñåòêå
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hex.GetComponent<Hex>().InitializeHex(new Vector2Int(this.nowX, this.nowY), noise.getNoise((float)nowX / this.x, (float)nowY / this.x, Mathf.Max(this.x, this.y)), noise.seed);//Èíèöèàëèçèðóåì ëîãèêó ãåêñà
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}
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}
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@@ -5,13 +5,19 @@ using UnityEngine;
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public class Hex : MonoBehaviour
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{
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public enum landscapeTypes { water, land, hill, highHill, mountain, uncrosableMountain };
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public enum stateTypes { idle, owned, battle };
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public Vector2Int position;
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public float noiseValue;
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public landscapeTypes landType;
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public int miniMapSeed;
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public int income; //Ìîäèôèêàòîð ê äîõîäó â åäåíèöó âðåìåíè îò ýòîãî ãåêñà
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public int income { get; private set; } //Ìîäèôèêàòîð ê äîõîäó â åäåíèöó âðåìåíè îò ýòîãî ãåêñà
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public int ownerID;
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public stateTypes state = stateTypes.idle;
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//TODO ïåðåìåííàÿ äëÿ ïàìàòè ñîäåðæèìîãî
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// Start is called before the first frame update
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@@ -25,4 +31,98 @@ public class Hex : MonoBehaviour
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{
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||||
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}
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||||
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public void InitializeHex(Vector2Int pos, float noiseVal, int seed)
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{
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noiseValue = noiseVal;
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position = pos;
|
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//Debug.Log(noiseValue);
|
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noiseValue = Mathf.Pow(noiseValue, 1.7f); //Óðåç÷åíèå ïåðåõîäîâ ëàíäøàôòà
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miniMapSeed = seed + position.x * 100000 + position.y;
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//Âûíåñòè ýòè âåëå÷èíû â íàñòðîéêè
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float waterLevel = 0.34f;
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float landLevel = 0.4f;
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float hillLevel = 0.6f;
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float highHillLevel = 0.75f;
|
||||
float mountainLevel = 0.95f;
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//Îïðåäåëåíèå òèïà ëàíäøàôòà
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if (noiseValue <= waterLevel)
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{
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landType = landscapeTypes.water;
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}
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else if (noiseValue <= landLevel)
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{
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landType = landscapeTypes.land;
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}
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else if (noiseValue <= hillLevel)
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{
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landType = landscapeTypes.hill;
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}
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else if (noiseValue <= highHillLevel)
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{
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landType = landscapeTypes.highHill;
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}
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else if (noiseValue <= mountainLevel)
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{
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landType = landscapeTypes.mountain;
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}
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else
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{
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||||
landType = landscapeTypes.uncrosableMountain;
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}
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InitializeTexture();
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}
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private void InitializeTexture()
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{
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Color color = new Color(0,0,0,0);
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float pow = 1.2f; //ñòåïåíü â êîòîðóþ âîçâîäòèòñÿ øóì äëÿ äîïîëíèòåëüíîãî óðåç÷åíèÿ öâåòîâ'
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float val = Mathf.Pow(noiseValue, pow);
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switch (landType)
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{
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case landscapeTypes.water:
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color = new Color(noiseValue * 0.2f, noiseValue * 0.2f, noiseValue + 0.1f);
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break;
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case landscapeTypes.land:
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color = new Color(noiseValue * 0.3f, noiseValue + 0.3f, noiseValue * 0.3f);
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break;
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case landscapeTypes.hill:
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color = new Color(noiseValue * 0.5f, noiseValue + 0.3f, noiseValue * 0.2f);
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break;
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case landscapeTypes.highHill:
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color = new Color(noiseValue * 0.7f, noiseValue + 0.3f, noiseValue * 0.2f);
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break;
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case landscapeTypes.mountain:
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color = new Color(noiseValue * 0.8f + 0.1f, noiseValue * 0.4f, noiseValue * 0.2f);
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break;
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case landscapeTypes.uncrosableMountain:
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color = new Color(noiseValue * 0.6f + 0.0f, noiseValue * 0.1f, noiseValue * 0.0f);
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break;
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}
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GetComponent<SpriteRenderer>().color = color;
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}
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}
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8
Assets/scripts/miniMap.meta
Normal file
8
Assets/scripts/miniMap.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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||||
guid: 1aec07be2f1cdd5438c819666796f8bf
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||||
folderAsset: yes
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||||
DefaultImporter:
|
||||
externalObjects: {}
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||||
userData:
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assetBundleName:
|
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assetBundleVariant:
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18
Assets/scripts/miniMap/MiniMapGenerator.cs
Normal file
18
Assets/scripts/miniMap/MiniMapGenerator.cs
Normal file
@@ -0,0 +1,18 @@
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using System.Collections;
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||||
using System.Collections.Generic;
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||||
using UnityEngine;
|
||||
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||||
public class MiniMapGenerator : MonoBehaviour
|
||||
{
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||||
// Start is called before the first frame update
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||||
void Start()
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||||
{
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||||
|
||||
}
|
||||
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||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
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||||
}
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||||
}
|
||||
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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||||
guid: 62970f09f26042b4c8cf4ca27a04b8f1
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guid: 966127aa560664d43bdb73e9824ae9f9
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||||
MonoImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
76
Assets/scripts/miniMap/Tile.cs
Normal file
76
Assets/scripts/miniMap/Tile.cs
Normal file
@@ -0,0 +1,76 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Tile : MonoBehaviour
|
||||
{
|
||||
public enum landscapeTypes { water, lowGround, midGround, highGround, mountain, uncrosableMountain };
|
||||
public enum stateTypes { idle, occupied };
|
||||
|
||||
|
||||
|
||||
public Vector2Int position;
|
||||
public float noiseValue;
|
||||
public Hex.landscapeTypes mapType;
|
||||
|
||||
public stateTypes state = stateTypes.idle;
|
||||
|
||||
//TODO ïåðåìåííàÿ äëÿ ïàìàòè ñîäåðæèìîãî
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void InitializeTile(Vector2Int pos, float noiseVal)
|
||||
{
|
||||
noiseValue = noiseVal;
|
||||
position = pos;
|
||||
//Debug.Log(noiseValue);
|
||||
noiseValue = Mathf.Pow(noiseValue, 1.7f); //Óðåç÷åíèå ïåðåõîäîâ ëàíäøàôòà
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//Âûíåñòè ýòè âåëå÷èíû â íàñòðîéêè
|
||||
float waterLevel = 0.34f;
|
||||
float landLevel = 0.4f;
|
||||
float hillLevel = 0.6f;
|
||||
float highHillLevel = 0.75f;
|
||||
float mountainLevel = 0.95f;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
InitializeTexture();
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void InitializeTexture()
|
||||
{
|
||||
Color color = new Color(0, 0, 0, 0);
|
||||
|
||||
float pow = 1.2f; //ñòåïåíü â êîòîðóþ âîçâîäòèòñÿ øóì äëÿ äîïîëíèòåëüíîãî óðåç÷åíèÿ öâåòîâ'
|
||||
|
||||
float val = Mathf.Pow(noiseValue, pow);
|
||||
|
||||
|
||||
|
||||
|
||||
GetComponent<SpriteRenderer>().color = color;
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/scripts/miniMap/Tile.cs.meta
Normal file
11
Assets/scripts/miniMap/Tile.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 452e22fcead7325429450f21972ae4b9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -17,7 +17,7 @@ public class perlinNoise : MonoBehaviour
|
||||
void Start()
|
||||
{
|
||||
|
||||
if(seed == -1) { seed = (int) (Random.value * 1000000000); }
|
||||
if(seed == -1) { seed = (int) (Random.value * int.MaxValue); }
|
||||
Debug.Log(seed);
|
||||
|
||||
Random.InitState(seed);
|
||||
|
||||
Binary file not shown.
14
README.md
14
README.md
@@ -1,7 +1,7 @@
|
||||
# HexWar
|
||||
|
||||
|
||||
###Основные принципы:
|
||||
### Основные принципы:
|
||||
1. Уникальность
|
||||
2. Масштабность
|
||||
3. Стратегичность
|
||||
@@ -10,15 +10,15 @@
|
||||
|
||||
---
|
||||
|
||||
###Концепция:
|
||||
### Концепция:
|
||||
Игра проходит на глобальной карте с гексогональной сеткой, и у кажого гекса "внутри" есть еще мини-карта, но уже с квадратной сеткой. На мини-картах и происходят основные дейтвия игры, там можно создовать юнитов и постройки. Постройки могут создовать новых юнитов или добывать ресурсы, хотя некоторые имеют и особенные функции. Юниты же могут строить новые строения или выступать в роли боевых едениц.
|
||||
|
||||
---
|
||||
###Техническая информация:
|
||||
### Техническая информация:
|
||||
Платформы:
|
||||
- :fa-windows: Windows***
|
||||
- :fa-linux: Linux
|
||||
- ~~:fa-android: *Android*~~*(Вероятно будет порт)*
|
||||
- Windows*
|
||||
- Linux
|
||||
- ~~*Android*~~*(Вероятно будет порт)*
|
||||
|
||||
**Целевая платформа*
|
||||
*Целевая платформа
|
||||
|
||||
|
||||
Reference in New Issue
Block a user