Example #1
0
        void CreateCell(int x, int z, int i)
        {
            Vector3 position;

            position.x = (x + z * 0.5f - z / 2) * (HexMetrics.innerRadius * 2f); // offset de 0.5 si z impair, 0 sinon
            position.y = 0f;
            position.z = z * (HexMetrics.outerRadius * 1.5f);

            // Create a cell
            HexCell cell = cells[i] = Instantiate <HexCell>(cellPrefab);

            //cell.transform.SetParent(transform, false);
            cell.transform.localPosition = position;
            cell.coordinates             = HexCoordinates.FromOffsetCoordinates(x, z);

            // Set neighbors
            if (x > 0)
            {
                cell.SetNeighbor(HexDirection.W, cells[i - 1]);
            }
            if (z > 0)
            {
                // even rows
                if ((z & 1) == 0)
                {
                    cell.SetNeighbor(HexDirection.SE, cells[i - cellCountX]);
                    if (x > 0)
                    {
                        cell.SetNeighbor(HexDirection.SW, cells[i - cellCountX - 1]);
                    }
                }
                // odd rows
                else
                {
                    cell.SetNeighbor(HexDirection.SW, cells[i - cellCountX]);
                    if (x < cellCountX - 1)
                    {
                        cell.SetNeighbor(HexDirection.SE, cells[i - cellCountX + 1]);
                    }
                }
            }

            // Create debug label with cell's coordinates
            Text label = Instantiate <Text>(cellLabelPrefab);

            //label.rectTransform.SetParent(gridCanvas.transform, false);
            label.rectTransform.anchoredPosition = new Vector2(position.x, position.z);
            label.text     = cell.coordinates.ToStringOnSeparateLines();
            cell.uiRect    = label.rectTransform;
            cell.Elevation = 0; // make sure that the perturbation is applied immediately

            AddCellToChunk(x, z, cell);
        }
        void CreateCell(int x, int z, int i)
        {
            Vector3 position;

            position.x = (x + z * 0.5f - z / 2) * (HexMetrics.innerRadius * 2f);
            position.y = 0f;
            position.z = z * (HexMetrics.outerRadius * 1.5f);

            // Instantiate and place the cell
            HexCell cell = cells[i] = Instantiate <HexCell>(cellPrefab);

            cell.transform.SetParent(transform, false);
            cell.transform.localPosition = position;
            cell.coordinates             = HexCoordinates.FromOffsetCoordinates(x, z);
            cell.color = defaultColor;

            if (x > 0)
            {
                cell.SetNeighbor(HexDirection.W, cells[i - 1]);
            }

            if (z > 0)
            {
                if ((z & 1) == 0)
                {
                    cell.SetNeighbor(HexDirection.SE, cells[i - width]);
                    if (x > 0)
                    {
                        cell.SetNeighbor(HexDirection.SW, cells[i - width - 1]);
                    }
                }
                else
                {
                    cell.SetNeighbor(HexDirection.SW, cells[i - width]);
                    if (x < width - 1)
                    {
                        cell.SetNeighbor(HexDirection.SE, cells[i - width + 1]);
                    }
                }
            }

            // Instantiate and place the label
            Text label = Instantiate <Text>(cellLabelPrefab);

            label.rectTransform.SetParent(gridCanvas.transform, false);
            label.rectTransform.anchoredPosition =
                new Vector2(position.x, position.z);
            label.text = cell.coordinates.ToStringOnSeparateLines();

            cell.uiRect = label.rectTransform;
        }
Example #3
0
        /// <summary>
        /// Add a hex cell with specified offset coordinates (x, z), and index i
        /// </summary>
        /// <param name="x">x component of offset coordinates</param>
        /// <param name="z">z component of offset coordinates</param>
        /// <param name="i">index i of cell array</param>
        private void CreateCell(int x, int z, int i)
        {
            Vector3 position;

            position.x = (x + z * 0.5f - z / 2) * (HexMetrics.innerRadius * 2f);
            position.y = 0f;
            position.z = z * (HexMetrics.outerRadius * 1.5f);

            var cell = cells[i] = Instantiate(cellPrefab);

            cell.transform.localPosition = position;
            cell.Index       = i;
            cell.coordinates = HexCoordinates.FromOffsetCoordinates(x, z);
            cell.ShaderData  = cellShaderData;

            if (x > 0)
            {
                cell.SetNeighbor(HexDirection.W, cells[i - 1]);
            }
            if (z > 0)
            {
                if ((z & 1) == 0)
                {
                    cell.SetNeighbor(HexDirection.SE, cells[i - cellCountX]);
                    if (x > 0)
                    {
                        cell.SetNeighbor(HexDirection.SW, cells[i - cellCountX - 1]);
                    }
                }
                else
                {
                    cell.SetNeighbor(HexDirection.SW, cells[i - cellCountX]);
                    if (x < cellCountX - 1)
                    {
                        cell.SetNeighbor(HexDirection.SE, cells[i - cellCountX + 1]);
                    }
                }
            }

            var label = Instantiate(cellLabelPrefab);

            label.rectTransform.anchoredPosition = new Vector2(position.x, position.z);
            cell.uiRect    = label.rectTransform;
            cell.Elevation = 0;

            AddCellToChunk(x, z, cell);
        }
Example #4
0
        void CreateCell(int x, int z, int i)
        {
            Vector3 position;

            position.x = (x + z * 0.5f - z / 2) * (HexMetrics.InnerRadius * 2f);
            position.y = 0f;
            position.z = z * (HexMetrics.OuterRadius * 1.5f);

            HexCell cell = _cells[i] = Instantiate <HexCell>(_cellPrefab);

            cell.transform.SetParent(transform, false);
            cell.transform.localPosition = position;
            cell.HexCoords = HexCoordinates.FromOffsetCoordinates(x, z);
            cell.Text.text = cell.HexCoords.ToStringOnSeparateLines();
            cell.Color     = DefaultColor;
            SetUpNeighbors(cell, x, z, i);
        }
Example #5
0
        private void CreateCell(int x, int z, int i)
        {
            Vector3 position;

            position.x = (x + z * 0.5f - z / 2) * HexMetrics.innerDiameter;
            position.y = 0f;
            position.z = z * (HexMetrics.outerRadius * 1.5f);

            HexCell cell = cells[i] = Instantiate <HexCell>(cellPrefab);

            cell.transform.localPosition = position;
            cell.coordinates             = HexCoordinates.FromOffsetCoordinates(x, z);
            cell.Index       = i;
            cell.ColumnIndex = x / HexMetrics.chunkSizeX;
            cell.ShaderData  = cellShaderData;
            if (wrapping)
            {
                cell.Explorable = z > 0 && z < cellCountZ - 1;
            }
            else
            {
                cell.Explorable =
                    x > 0 && z > 0 && x < cellCountX - 1 && z < cellCountZ - 1;
            }

            // link neighbor
            if (x > 0)
            {
                cell.SetNeighbor(HexDirection.W, cells[i - 1]);
                if (wrapping && x == cellCountX - 1)
                {
                    cell.SetNeighbor(HexDirection.E, cells[i - x]);
                }
            }
            if (z > 0)
            {
                if ((z & 1) == 0)
                {
                    cell.SetNeighbor(HexDirection.SE, cells[i - cellCountX]);
                    if (x > 0)
                    {
                        cell.SetNeighbor(HexDirection.SW, cells[i - cellCountX - 1]);
                    }
                    else if (wrapping)
                    {
                        cell.SetNeighbor(HexDirection.SW, cells[i - 1]);
                    }
                }
                else
                {
                    cell.SetNeighbor(HexDirection.SW, cells[i - cellCountX]);
                    if (x < cellCountX - 1)
                    {
                        cell.SetNeighbor(HexDirection.SE, cells[i - cellCountX + 1]);
                    }
                    else if (wrapping)
                    {
                        cell.SetNeighbor(
                            HexDirection.SE, cells[i - cellCountX * 2 + 1]
                            );
                    }
                }
            }

            Text label = Instantiate(cellLabelPrefab);

            label.rectTransform.anchoredPosition =
                new Vector2(position.x, position.z);
            cell.uiRect = label.rectTransform;

            cell.Elevation = 0;

            AddCellToChunk(x, z, cell);
        }