Ejemplo n.º 1
0
        public IntVector2[] GetRandomUniquePositions(IntVector2 startTile, int maxDistanceFromCenter,
                                                     int numTilesToGenerate)
        {
            IntVector2[] tiles = new IntVector2[numTilesToGenerate];

            for (int i = 0; i < numTilesToGenerate; i++)
            {
                int xPosition = startTile.x +
                                _randomProvider.GetRandomIntegerInRange(-maxDistanceFromCenter, maxDistanceFromCenter + 1);
                int yPosition = startTile.y +
                                _randomProvider.GetRandomIntegerInRange(-maxDistanceFromCenter, maxDistanceFromCenter + 1);

                xPosition = System.Math.Min((int)_grid.NumTilesX - 1, System.Math.Max(0, xPosition));
                yPosition = System.Math.Min((int)_grid.NumTilesY - 1, System.Math.Max(0, yPosition));

                tiles[i] = IntVector2.Of(xPosition, yPosition);
            }

            return(tiles);
        }
        public void LoadTiles()
        {
            if (_mapSectionData.Sprites == null || _mapSectionData.Sprites.Length == 0)
            {
                _logger.LogError(LoggedFeature.Map, "Map Data has no sprites");
                return;
            }

            uint x = 0;
            uint y = 0;

            while (y < _mapSectionData.GridData.NumTilesY)
            {
                x = 0;
                uint miny = UInt32.MaxValue;
                while (x < _mapSectionData.GridData.NumTilesX)
                {
                    Sprite sprite =
                        _mapSectionData.Sprites[_randomProvider.GetRandomIntegerInRange(0, _mapSectionData.Sprites.Length)];
                    TileRendererBehaviour tileRendererBehaviour = _tileRendererPool.Spawn(sprite);
                    tileRendererBehaviour.SpriteRenderer.flipX = _randomProvider.GetRandomIntegerInRange(0, 2) == 0;
                    tileRendererBehaviour.SpriteRenderer.flipY = _randomProvider.GetRandomIntegerInRange(0, 2) == 0;
                    tileRendererBehaviour.transform.position   =
                        _positionCalculator.GetTileOriginWorldPosition(IntVector2.Of(x, y)) +
                        new Vector2(sprite.bounds.extents.x, sprite.bounds.extents.y);


                    // Calculate how many units in X this unit generates (assume square for now).
                    uint numXTiles = (uint)Mathf.CeilToInt(sprite.bounds.size.x / _mapSectionData.PixelsPerUnit);
                    uint numYTiles = (uint)Mathf.CeilToInt(sprite.bounds.size.y / _mapSectionData.PixelsPerUnit);
                    x   += numXTiles;
                    miny = System.Math.Min(numYTiles, miny);
                }

                y += miny;
            }
        }