/// <summary> /// Generate a map with defined size an random terrain types /// </summary> void GenerateRandomMapData() { mapTiles = new TileModel[width][]; for (int x = 0; x < width; x++) { mapTiles[x] = new TileModel[height]; for (int z = 0; z < height; z++) { Array values = Enum.GetValues(typeof(TileModel.TERRAIN_TYPES)); System.Random random = new System.Random(); TileModel.TERRAIN_TYPES tT = (TileModel.TERRAIN_TYPES)values.GetValue(random.Next(values.Length)); TileModel tile = new TileModel(tT, textureVersion); mapTiles[x][z] = tile; } } }
/// <summary> /// Get the TileModel.TERRAIN_TYPES of the color hex code /// </summary> /// <param name="hex">The color hex code of the tile</param> /// <returns>The TileModel.TERRAIN_TYPES out of the dictionary</returns> public TileModel.TERRAIN_TYPES getTerrainType(string hex) { TileModel.TERRAIN_TYPES value = TileModel.TERRAIN_TYPES.EMPTY; // Default value if key doesn't exist terrainTypeMap.TryGetValue(hex, out value); return(value); }