Files
hexwar/Assets/scripts/gridGen.cs
fegor101 e3f865116f refactor: gridGen
- configurable hex per frame count
 - restructure
 - comments
 - progress counters
2026-01-16 23:31:25 +03:00

78 lines
2.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class gridGen : MonoBehaviour
{
public perlinNoise noise;
public GameObject hexPrefab;
public Transform mapStart;
public int generationStep = 128; //Êîëè÷åñòâî ãåíåðèðóåìûõ çà êàäð ãåêñîâ
public int progressNow = 0; //Ñêîëüêî óæå ñãåíåðèðîâàííî
public int progressTotal = -1; //Âñåãî ãåêñîâ íóæíî ñãåíåðèðîâàòü
//private float translationVert;
public int x = 32;//Ðàçìåð ñåòêè ïî x
public int y = 32;//Ðàçìåð ñåòêè ïî y
private float scaleY = Mathf.Sqrt(3) / 2; //Ðàñ÷èòûâàåì êîððåêòíûé ðàçìåð ãåêñà ïî Oy äëÿ òî÷íûõ ñäâèãîâ
private float scaleX = 1; //Ðàñ÷èòûâàåì êîððåêòíûé ðàçìåð ãåêñà ïî Ox äëÿ òî÷íûõ ñäâèãîâ
private int nowX; //Êîîðäèíàòà òåêóùåãî ãåêñà ïî Ox
private int nowY; //Êîîðäèíàòà òåêóùåãî ãåêñà ïî Oy
private int nowStep = 0;//Ñãåíåðèðîâàííî çà ýòîò êàäð
// Start is called before the first frame update
void Start()
{
progressTotal = x * y;//Ñ÷èòàåì ñêîëüêî âñåãî ãåêñîâ â ñåòêå
}
// Update is called once per frame
void Update()
{
while (nowStep < generationStep && nowX < x) //Äåëàåì generationStep çà êàäð è ïðîâåðÿåì ÷òî ãåíåðàöèÿ åùå íóæíà
{
if (nowY < y)//Ïðîâåðÿåì ÷òî ñòîëáåö åùå íå çàêîí÷åí
{
float modX = 0.25f; //Ìíîæèòåëü äëÿ ñäâèãà ïî Ox
float modY = 0; //Áàçîâûé ìíîæèòåëü ñäâèãà ïî Oy
if (nowX % 2 == 1)
{
modY = 0.5f; //Ñäâèã êàæäîãî íå÷åòíîãî ñòîëáöà
}
initHex(mapStart.position.x + (scaleX * nowX) - (modX * scaleX * nowX), mapStart.position.y + (scaleY * nowY) + (modY * scaleY));//Ñîçäàíèå ãåêñà ñî ñäâèãàìè
nowY++; //Óâåëè÷èâàåì íîìåð ñãåíåðèðîâàííîãî ãåêñà â ñòîëáöå
progressNow++;//Óâåëè÷èâàåì ñ÷åò÷èê ïðîãðåññà
nowStep++;//Óâåëè÷èâàåì ñ÷åò÷èê êîëè÷åñòâà ñãåíåðèðîâàííûõ çà êàäð ãåêñîâ
}
else //Åñëè ñòîëáåö çàîí÷èëñÿ ïåðåõîäèì ê ñëåäóþùåìó
{
nowX++;
nowY = 0;
}
}
if (nowStep == generationStep) nowStep = 0;//Ñáðàñûâàåì ñ÷åò÷èê ñãåíåðèðîâàííûõ çà êàäð ãåêñîâ
if (nowX == x) this.enabled = false;//Çàâåðøàåì ãåíåðàöèþ ïîñëå åå êîíöà
}
private void initHex(float x, float y)
{
GameObject hex = Instantiate(hexPrefab);//Ñîçäàåì êëîí áàçîâîãî ãåêñà
hex.transform.Translate(new Vector3(x, y, 0));//Ñäâèãàåì êëîí íà íóæíóþ ïîçèöèþ â ñåòêå
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
}
}