Beispiel #1
0
    void CreatGround()
    {
        if (!groundFolder)
        {
            groundFolder = new GameObject();
            groundFolder.transform.position = Vector3.zero;
            groundFolder.name = "GroundFolder";
            checker.Clear();
        }
        else
        {
            foreach (GameObject obj in checker)
            {
                DestroyImmediate(obj);
            }
            checker.Clear();
        }

        int cell  = cellByLenghtChecker + 1;
        int index = 0;

        for (int y = 0; y < checkerOnTheHeight; y++)
        {
            for (int x = 0; x < checkerOnTheLenght; x++)
            {
                checker.Add(new GameObject());
                checker[index].transform.parent = groundFolder.transform;
                checker[index].name             = "" + nameMap + " " + index;
                GroundBaseGenerator groundScript = checker[index].AddComponent <GroundBaseGenerator>();

                groundScript.NumberCellByLenght = cell;
                groundScript.Density            = cellDensity;
                if (!skinLoadGroundVue)
                {
                    groundScript.HeightChecker = new HeightGround();
                    height.Add(groundScript.HeightChecker);
                    groundScript.HeightChecker.InitialisationRowArray(cell - 1);
                }
                else
                {
                    groundScript.HeightChecker = height[index];
                }

                groundScript.GenerateGroundBase();
                groundScript.IndexInTheCheckboard = index;

                checker[index].transform.position = new Vector3(x * cellByLenghtChecker, 0, y * cellByLenghtChecker);
                checker[index].GetComponent <MeshRenderer>().material = CheckerMaterial;
                index++;
            }
        }


        CalculateHeightBorder();
        ApplyVertexColor();

        groundCreat = true;
    }
Beispiel #2
0
 void ApplyVertexColor()
 {
     foreach (GameObject obj in checker)
     {
         GroundBaseGenerator ground = obj.GetComponent <GroundBaseGenerator>();
         ground.RedColorByHeight   = vertexColorRedValue;
         ground.GreenColorByHeight = vertexColorGreenValue;
         ground.BlueColorByHeight  = vertexColorBlueValue;
         ground.GenerateGroundBase();
     }
 }
Beispiel #3
0
    void CalculateHeightBorder()
    {
        int index = 0;

        for (int y = 0; y < checkerOnTheHeight; y++)
        {
            for (int x = 0; x < checkerOnTheLenght; x++)
            {
                GroundBaseGenerator ground = checker[index].GetComponent <GroundBaseGenerator>();

                if (y != 0)
                {
                    if (index < (checkerOnTheLenght * (y + 1)) - 1)//3
                    {
                        ground.RightChecker = true;
                        ground.RightHeight  = checker[index + 1].GetComponent <GroundBaseGenerator>().HeightChecker;
                    }
                }
                else
                {
                    if (index + 1 < checkerOnTheLenght)
                    {
                        ground.RightChecker = true;
                        ground.RightHeight  = checker[index + 1].GetComponent <GroundBaseGenerator>().HeightChecker;
                    }
                }

                if (index + checkerOnTheLenght < checker.Count)
                {
                    ground.TopChecker = true;
                    ground.TopHeight  = checker[index + checkerOnTheLenght].GetComponent <GroundBaseGenerator>().HeightChecker;
                }
                index++;
            }
        }
    }
Beispiel #4
0
    /// <summary>
    /// Rebuild and modify all checker
    /// </summary>
    void RebuildAndModifyChecker()
    {
        #region Cell
        foreach (GameObject obj in checker)
        {
            GroundBaseGenerator script = obj.GetComponent <GroundBaseGenerator>();
            script.NumberCellByLenght = cellByLenghtChecker + 1;
            script.Density            = cellDensity;
            script.HeightChecker.NewRowArray(cellByLenghtChecker);
            script.GenerateGroundBase();
        }
        #endregion

        #region Checker
        int newNumberCheckerIncreaseOnTheLenght = checkerOnTheLenght - initCheckerOnTheLenght;//2-4

        if (newNumberCheckerIncreaseOnTheLenght > 0)
        {
            int indexCheckerOnTheLenghtPos = initCheckerOnTheLenght;//2

            for (int y = 0; y < initCheckerOnTheHeight; y++)
            {
                if (y != 0)
                {
                    indexCheckerOnTheLenghtPos += initCheckerOnTheLenght + newNumberCheckerIncreaseOnTheLenght;
                }

                for (int x = 0; x < newNumberCheckerIncreaseOnTheLenght; x++)
                {
                    checker.Insert(indexCheckerOnTheLenghtPos + x, new GameObject());
                    GameObject newChecker = checker[indexCheckerOnTheLenghtPos + x];
                    newChecker.transform.parent = groundFolder.transform;
                    newChecker.name             = "Extended Checker" + (indexCheckerOnTheLenghtPos + x);

                    GroundBaseGenerator script = newChecker.AddComponent <GroundBaseGenerator>();
                    script.NumberCellByLenght = cellByLenghtChecker + 1;
                    script.Density            = cellDensity;
                    script.HeightChecker      = new HeightGround();
                    script.HeightChecker.InitialisationRowArray(cellByLenghtChecker);
                    //script.GenerateGroundBase();

                    newChecker.GetComponent <MeshRenderer>().material = CheckerMaterial;
                }
            }
        }

        else if (newNumberCheckerIncreaseOnTheLenght < 0)
        {
            int absNewNumberCheckerIncreaseOnTheLenght = Mathf.Abs(newNumberCheckerIncreaseOnTheLenght);
            int initialSizeArrayChecker = checker.Count;

            for (int y = 0; y < initCheckerOnTheHeight; y++)
            {
                if (y != 0)
                {
                    initialSizeArrayChecker -= checkerOnTheLenght;
                }

                for (int x = 0; x < absNewNumberCheckerIncreaseOnTheLenght; x++)
                {
                    initialSizeArrayChecker -= 1;
                    DestroyImmediate(checker[initialSizeArrayChecker]);
                    checker.RemoveAt(initialSizeArrayChecker);
                }
            }
        }

        int newNumberCheckerIncreaseOnTheHeight = checkerOnTheHeight - initCheckerOnTheHeight;//2-4

        if (newNumberCheckerIncreaseOnTheHeight > 0)
        {
            for (int y = 0; y < newNumberCheckerIncreaseOnTheHeight; y++)
            {
                for (int x = 0; x < checkerOnTheLenght; x++)
                {
                    checker.Add(new GameObject());

                    GameObject newChecker = checker[checker.Count - 1];
                    newChecker.transform.parent = groundFolder.transform;
                    newChecker.name             = "Extended Checker" + checker.Count;

                    GroundBaseGenerator script = newChecker.AddComponent <GroundBaseGenerator>();
                    script.NumberCellByLenght = cellByLenghtChecker + 1;
                    script.Density            = cellDensity;
                    script.HeightChecker      = new HeightGround();
                    script.HeightChecker.InitialisationRowArray(cellByLenghtChecker);
                    //script.GenerateGroundBase();

                    newChecker.GetComponent <MeshRenderer>().material = CheckerMaterial;
                }
            }
        }

        else if (newNumberCheckerIncreaseOnTheHeight < 0)
        {
            int absNewNumberCheckerIncreaseOnTheHeight = Mathf.Abs(newNumberCheckerIncreaseOnTheHeight);
            for (int y = 0; y < absNewNumberCheckerIncreaseOnTheHeight; y++)
            {
                for (int x = 0; x < checkerOnTheLenght; x++)
                {
                    DestroyImmediate(checker[checker.Count - 1]);
                    checker.RemoveAt(checker.Count - 1);
                }
            }
        }

        CalculateHeightBorder();

        RebuildAllGround();
        #endregion

        #region Placement
        int index = 0;
        for (int y = 0; y < checkerOnTheHeight; y++)
        {
            for (int x = 0; x < checkerOnTheLenght; x++)
            {
                checker[index].transform.position = new Vector3(x * (cellByLenghtChecker), 0, y * (cellByLenghtChecker));
                index++;
            }
        }
        #endregion
    }