78 lines
2.8 KiB
C#
78 lines
2.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class gridGen : MonoBehaviour
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{
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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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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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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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// Start is called before the first frame update
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void Start()
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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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while (nowStep < generationStep && nowX < x) //Äåëàåì generationStep çà êàäð è ïðîâåðÿåì ÷òî ãåíåðàöèÿ åùå íóæíà
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{
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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; //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; //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));//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);//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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