Example #1
0
    public void GenerateMap(MapGrid mapGrid)
    {
        var nodeGoList = new List <MapNodeGameObject>();

        // First we calculate the bounds of our map
        float xMax = 0, xMin = 0, yMax = 0, yMin = 0;

        foreach (var point in mapCollider.points)
        {
            xMax = (xMax < point.x) ? point.x : xMax;
            xMin = (xMin > point.x) ? point.x : xMin;

            yMax = (yMax < point.y) ? point.y : yMax;
            yMin = (yMin > point.y) ? point.y : yMin;
        }

        // Calculate the needed iterations
        var iterationsX = Mathf.FloorToInt((Mathf.Abs(xMax) + Mathf.Abs(xMin)) / rootNodeDistance);
        var iterationsY = Mathf.FloorToInt((Mathf.Abs(yMax) + Mathf.Abs(yMin)) / rootNodeDistance);

        mapGrid.SetNodeDimensions(iterationsX, iterationsY);

        // Then we iterate through the bounds and create our root nodes
        for (int yCount = 0; yCount < iterationsY; yCount++)
        {
            for (int xCount = 0; xCount < iterationsX - 1; xCount++)
            {
                // Calculate position, justified by mapCollider pos
                var position = new Vector3(xMin + (rootNodeDistance * xCount), yMin + (rootNodeDistance * yCount)) + mapCollider.transform.position;

                // Check placement
                if (!mapCollider.OverlapPoint(position))
                {
                    continue;
                }

                bool collides = false;
                foreach (var o in obstacleColliders)
                {
                    if (o.OverlapPoint(position))
                    {
                        collides = true;
                        break;
                    }
                }

                if (collides)
                {
                    continue;
                }

                // Add a random vector
                var randAdjustedPosition = position + (new Vector3(Random.Range(0, 1f), Random.Range(0, 1f)) * rootNodeDistance / 2f);

                // Check placement again, just to be sure
                // Otherwise revert to original pos
                var spawnPos = mapCollider.OverlapPoint(position)
                    ? randAdjustedPosition
                    : position;

                // Create the data model
                var nodeModel = new MapNode()
                {
                    Position      = new Vector2(xCount, yCount),
                    WorldPosition = spawnPos
                };

                // Spawn the node
                var rootNodeGo = Instantiate(mapPrefabs.rootNodePrefab, spawnPos, Quaternion.identity, mapRootNodesTransform);
                rootNodeGo.GetComponent <MapNodeGameObject>().Data = nodeModel;

                nodeGoList.Add(rootNodeGo.GetComponent <MapNodeGameObject>());

                // Add the node to the grid model
                mapGrid.AddNode(nodeModel);
            }
        }

        // Set neighbours for the node
        foreach (var node in mapGrid.ListNodes)
        {
            node.Neighbours       = mapGrid.GetNeighbours(node);
            node.DeeperNeighbours = mapGrid.GetDeeperNeighbours(node);
        }

        mapCollider.enabled = false;
    }