Example #1
0
    public void Render(JunkyardViewModel viewModel, Bot bot)
    {
        _viewModel = viewModel;
        _junkyard  = viewModel.junkyard;


        if (!JunkyardUtils.HideGround)
        {
            RenderGround(_junkyard);
        }

        _fogOfWarView.Render(viewModel);
        _junkyardJunkMonoView.Render(viewModel, renderConfig);
        _fogOfWarViewBottom.Render(viewModel);
        _camera.XMax = _junkyard.Width;
        _camera.ZMax = _junkyard.Height;
        _camera.XMin = 0;
        _camera.ZMin = 0;
        _camAgent.transform.position = new Vector3(_junkyard.X, _camAgent.transform.position.y, _junkyard.Y);
        Game.Instance.GetViewModel <CameraViewModel>(0).Focus(_camAgent);
        _border.Render(renderConfig, _junkyard);
        _botAnimation.Setup(renderConfig, _junkyard, bot, this);

        _junkyardJunkMonoView.OnJunkCleared     += HandleJunkCleared;
        _junkyardJunkMonoView.OnJunkPointerDown += HandleJunkPointerDown;
    }
Example #2
0
    private void SetTriangles(Junkyard junkyard, int x, int y, int[] triangles, List <Vector3> vectorTriangles)
    {
        //we are making 2 triangles per loop. so offset goes up by 6 each time
        int triangleOffset = (x * junkyard.Height + y) * 6;
        int verticeX       = junkyard.Width + 1;
        int verticeY       = junkyard.Height + 1;

        //triangle 1
        triangles[triangleOffset]     = x * verticeY + y;
        triangles[1 + triangleOffset] = x * verticeY + y + 1;
        triangles[2 + triangleOffset] = x * verticeY + y + verticeY;

        vectorTriangles.Add(new Vector3(triangles[triangleOffset], triangles[1 + triangleOffset], triangles[2 + triangleOffset]));

        //triangle 2
        triangles[3 + triangleOffset] = x * verticeY + y + verticeY;
        triangles[4 + triangleOffset] = x * verticeY + y + 1;
        triangles[5 + triangleOffset] = x * verticeY + y + verticeY + 1;

        vectorTriangles.Add(new Vector3(triangles[3 + triangleOffset], triangles[4 + triangleOffset], triangles[5 + triangleOffset]));
    }
Example #3
0
    private void RenderGround(Junkyard junkyard)
    {
        MeshFilter meshFilter;

        if (_renderingPlane == null)
        {
            _renderingPlane = Instantiate(new GameObject("Ground"), transform);
            _renderingPlane.transform.position = Vector3.zero;
            _renderingPlane.AddComponent <MeshRenderer>();
            _renderingPlane.AddComponent <MeshFilter>();
            meshFilter      = _renderingPlane.GetComponent <MeshFilter>();
            meshFilter.mesh = new Mesh();
            //DestroyImmediate(planePrimitive);
        }

        GameObject plane = _renderingPlane;

        plane.GetComponent <Renderer>().material = renderConfig.GroundMaterial;

        meshFilter = plane.GetComponent <MeshFilter>();
        Mesh mesh = meshFilter.sharedMesh;

        int verticiesLength = (junkyard.Width + 1) * (junkyard.Height + 1);

        Vector3[] vertices = new Vector3[verticiesLength];
        Color[]   colors   = new Color[vertices.Length];
        Vector2[] uvs      = new Vector2[vertices.Length];
        Vector3[] normals  = new Vector3[vertices.Length];
        float[]   grass    = new float[vertices.Length];
        // Vector2[] triangles = new Vector2[(int)(dimensions.Area * 2)];

        //for every point, there is 2 triangles, equaling 6 total vertices
        int[] triangles = new int[(int)((junkyard.Width * junkyard.Height) * 6)];

        float totalWidth  = junkyard.Width * _scale;
        float totalHeight = junkyard.Height * _scale;

        //Create Vertices
        for (int x = 0; x < junkyard.Width + 1; x++)
        {
            for (int y = 0; y < junkyard.Height + 1; y++)
            {
                int position = (x * (junkyard.Width + 1)) + y;

                vertices[position] = new Vector3(x * _scale, junkyard.GetNormalizedHeight(x, y), y * _scale);

                colors[position] = new Color(0.5f, 0.5f, 0.5f);
                //uvs[position] = new Vector2((float)x / (float)junkyard.Width, (float)y / (float)junkyard.Height);
                uvs[position]     = new Vector2((float)x, (float)y);
                normals[position] = Vector3.up;
                grass[position]   = 0.5f;
            }
        }

        List <Vector3> vectorTriangles = new List <Vector3>();

        //Create Triangles
        for (int x = 0; x < junkyard.Width; x++)
        {
            for (int y = 0; y < junkyard.Height; y++)
            {
                SetTriangles(junkyard, x, y, triangles, vectorTriangles);
            }
        }

        mesh.Clear();
        mesh.vertices  = vertices;
        mesh.triangles = triangles;
        mesh.uv        = uvs;
        mesh.colors    = colors;
        mesh.normals   = normals;

        plane.SetActive(true);
        mesh.RecalculateNormals();
        mesh.RecalculateBounds();
        mesh.RecalculateTangents();
    }