//TODO: Add item spawn generation, add player, and saving the map for later sharing. //Generates the sectors based off of the generation requirements and instantiates them /** * Picks the land type based off random value in the terrain seed. */ private void GenerateLevel(GenHeader.Decisions decisions) { //Set spawn position //TODO: Build sectors at terrain location centerSectorX = 0; centerSectorY = 20; centerSectorZ = 0; if (decisions.renderStructure) { ChooseStructure(); } if (decisions.renderTerrain) { int land = ChooseTerrain(); Debug.Log(land); } }
// Use this for initialization public Generation(Transform[] halls, Transform[] rooms, Material[] materials, Transform[] water, Transform[] walls, Transform[] barriers, Transform[] decorations, int sectorX, int sectorY) { //Copy halls over this.halls = new Transform[halls.Length]; for (int x = 0; x < halls.Length; x++) { this.halls[x] = halls[x]; } //Copy rooms over this.rooms = new Transform[rooms.Length]; for (int x = 0; x < rooms.Length; x++) { this.rooms[x] = rooms[x]; } //Copy terrain over this.materials = new Material[materials.Length]; for (int x = 0; x < materials.Length; x++) { this.materials[x] = materials[x]; } //Copy water over this.water = new Transform[water.Length]; for (int x = 0; x < water.Length; x++) { this.water[x] = water[x]; } /*//Copy walls over * this.walls = new Transform[walls.Length]; * for (int x = 0; x < walls.Length; x++) { * this.walls[x] = walls[x]; * } * //Copy barriers over * this.barriers = new Transform[barriers.Length]; * for (int x = 0; x < barriers.Length; x++) { * this.barriers[x] = barriers[x]; * } * //Copy decorations over * this.decorations = new Transform[decorations.Length]; * for (int x = 0; x < decorations.Length; x++) { * this.decorations[x] = decorations[x]; * }*/ //Initialize map creation settings GenHeader.Decisions decisions = new GenHeader.Decisions { renderStructure = RandomBool(), renderWater = RandomBool(), renderWall = RandomBool() }; //Terrain can have the chance of gen if rooms and halls are made if (decisions.renderStructure) { decisions.renderTerrain = RandomBool(); } //When no halls or roomms are being made, terrainn is needed. else { decisions.renderTerrain = true; } //Generate level GenerateLevel(decisions); }