Files
hexwar/Assets/scripts/hex/Hex.cs
fegor101 e4e834d373 refactor: Hex, cell
cell - delete
Hex - refactor, feature
State: stable

В Hex перенесен функционал из cell.
2026-01-16 22:36:32 +03:00

129 lines
3.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hex : MonoBehaviour
{
public enum landscapeTypes { water, land, hill, highHill, mountain, uncrosableMountain };
public enum stateTypes { idle, owned, battle };
public Vector2Int position;
public float noiseValue;
public landscapeTypes landType;
public int miniMapSeed;
public int income { get; private set; } //Ìîäèôèêàòîð ê äîõîäó â åäåíèöó âðåìåíè îò ýòîãî ãåêñà
public int ownerID;
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 InitializeHex(Vector2Int pos, float noiseVal, int seed)
{
noiseValue = noiseVal;
position = pos;
//Debug.Log(noiseValue);
noiseValue = Mathf.Pow(noiseValue, 1.7f); //Óðåç÷åíèå ïåðåõîäîâ ëàíäøàôòà
miniMapSeed = seed + position.x * 100000 + position.y;
//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;
//Îïðåäåëåíèå òèïà ëàíäøàôòà
if (noiseValue <= waterLevel)
{
landType = landscapeTypes.water;
}
else if (noiseValue <= landLevel)
{
landType = landscapeTypes.land;
}
else if (noiseValue <= hillLevel)
{
landType = landscapeTypes.hill;
}
else if (noiseValue <= highHillLevel)
{
landType = landscapeTypes.highHill;
}
else if (noiseValue <= mountainLevel)
{
landType = landscapeTypes.mountain;
}
else
{
landType = landscapeTypes.uncrosableMountain;
}
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);
switch (landType)
{
case landscapeTypes.water:
color = new Color(noiseValue * 0.2f, noiseValue * 0.2f, noiseValue + 0.1f);
break;
case landscapeTypes.land:
color = new Color(noiseValue * 0.3f, noiseValue + 0.3f, noiseValue * 0.3f);
break;
case landscapeTypes.hill:
color = new Color(noiseValue * 0.5f, noiseValue + 0.3f, noiseValue * 0.2f);
break;
case landscapeTypes.highHill:
color = new Color(noiseValue * 0.7f, noiseValue + 0.3f, noiseValue * 0.2f);
break;
case landscapeTypes.mountain:
color = new Color(noiseValue * 0.8f + 0.1f, noiseValue * 0.4f, noiseValue * 0.2f);
break;
case landscapeTypes.uncrosableMountain:
color = new Color(noiseValue * 0.6f + 0.0f, noiseValue * 0.1f, noiseValue * 0.0f);
break;
}
GetComponent<SpriteRenderer>().color = color;
}
}