Exemple #1
0
    private void GenerateMap()
    {
        Stopwatch stopwatch = new Stopwatch();

        stopwatch.Start();
        if (useRandomSeed)
        {
            seed = Time.time.ToString();
        }
        rand = new System.Random(seed.GetHashCode());
        map  = new Block[width, height];
        ProcessMap(ProcessRandomFillMap);


        carveStartingZone();

        for (int i = 0; i < smoothIterations; i++)
        {
            mapCopy = (Block[, ])map.Clone();
            ProcessMap(ProcessSmooth);
            map = mapCopy;
        }

        for (int i = 0; i < coalVeinAmount; i++)
        {
            CreateCoalVeinSeed();
        }

        for (int i = 0; i < gemVeinAmount; i++)
        {
            CreateGemVeinSeed();
        }

        // Although there should technically be a mapCopy here...
        // The ores look better without it. /shrug
        // mapCopy = (Block[,])map.Clone();
        ProcessMap(ProcessSolidSmooth);
        // map = mapCopy;

        ProcessMap(ProcessCreateTerrain);

        // Record the amount of time it took to generate map.
        stopwatch.Stop();
        TimeSpan ts          = stopwatch.Elapsed;
        string   elapsedTime = String.Format("{0:00}:{1:00}:{2:00}.{3:00}",
                                             ts.Hours, ts.Minutes, ts.Seconds,
                                             ts.Milliseconds / 10);

        UnityEngine.Debug.Log("Time to generate map: " + elapsedTime);

        // Send map to A* grid.
        grid.CreateGrid(map);
    }
Exemple #2
0
    IEnumerator CreateRoomsCoroutine()
    {
        CreateRooms();

        yield return(new WaitForEndOfFrame());

        yield return(new WaitForEndOfFrame());

        Vector2Int roomsSize = GetRoomsSize();

        aStarGrid.gridSize = roomsSize;

        aStarGrid.CreateGrid();

        Instantiate(brawler);
    }