Example #1
0
    // Edge decetion along one axis
    void EdgeDetection(int offsetX, int offsetZ, bool initialCheck = true)
    {
        // Assign references to the cube gameobject and cubedata script
        GameObject cube     = map.GridCubeArray()[(int)cubeCoord.x + offsetX, (int)cubeCoord.z + offsetZ];
        CubeData   cubeData = cube.GetComponent <CubeData>();

        // If the cube exsists on the x axis and is not of type metal e.g. (border)
        if (cube.gameObject != null && cubeData.cubeType != CUBETYPE.BORDER)
        {
            // If the edge detection is during map generation
            if (initialCheck)
            {
                // Set the cube as an edge cube - update material
                cubeData.SetAsEdgeCube();

                // If the edge cube is a cyrstal cube change it to a rock cube
                if (cubeData.cubeType == CUBETYPE.CRYSTAL)
                {
                    cubeData.SetAsRockCube();
                    cubeData.SetAsEdgeCube();
                }
            }

            // Else if the edge dectetion is in game
            else if (!initialCheck && cubeData.cubeType == CUBETYPE.ROCK && cube.GetComponent <MeshRenderer>() != null)
            {
                cubeData.SetAsEdgeCube();
            }
        }
    }
Example #2
0
    // Generate tyhe grid cubes
    void GenerateGridCubes()
    {
        // Initialise the grid cube array
        gridCubeArray = new GameObject[gridWidth, gridHeight];

        // Build the map grid - loop through height of grid
        for (int z = 0; z < gridHeight; z++)
        {
            // Loop through width of grid
            for (int x = 0; x < gridWidth; x++)
            {
                // Build the grid - instantiate grid cube calculated position - assign the cube as a child of the gridCubes object
                GameObject cube = Instantiate(gridCube, new Vector3(x * 1.0f, 0.0f, z * 1.0f), Quaternion.identity, gridCubes.transform) as GameObject;
                cube.transform.localScale = new Vector3(cubeScale, cubeScale, cubeScale);

                // Assign the grid cube to the array
                gridCubeArray[x, z] = cube;

                // Reference to the cube data
                CubeData cubeData = gridCubeArray[x, z].GetComponent <CubeData>();

                // Set the cubes coord in the grid and set all cubes to closed (initially)
                cubeData.SetCubeCoord(new Vector3(x, 0.0f, z));
                cubeData.SetCubeOpen(false);

                // Random between 0 and 1 - used to select rock type
                float crystalChance = Random.Range(0.0f, 1.0f);

                // Set the grid borders as border cubes - Set the gird cube indestructible and the cube type as border
                if (x == 0 || z == 0 || x == 1 || z == 1 || x == gridWidth - 1 || z == gridHeight - 1 || x == gridWidth - 2 || z == gridHeight - 2)
                {
                    cubeData.SetAsBorderCube();
                }

                // Set the cube as crystal cubes - Set the gird cube destructible and the cube type as rock
                else if (crystalChance < crystalCubeChance)
                {
                    cubeData.SetAsCystalCube();
                }

                // Set the rest of the cubes as rock cubes -- Set the gird cube destructible and the cube type as rock
                else
                {
                    cubeData.SetAsRockCube();
                }

                // If the cube is a rock/crystal or border cube
                if (cubeData.GetCubeType() == CUBETYPE.BORDER || cubeData.GetCubeType() == CUBETYPE.ROCK || cubeData.GetCubeType() == CUBETYPE.CRYSTAL)
                {
                    // Set the scale and rotation of the grid cubes
                    cube.transform.localScale = new Vector3(cubeScale, cubeScale, cubeScale);
                    cube.transform.rotation   = Random.rotation;
                }
            }
        }

        Debug.Log("MAP - GEN GRID CUBES - COMPLETE");
    }