/// <summary>
        /// Creates the improvement GameObject and switches the hex texture.
        /// </summary>
        /// <param name="hex">Hex to create the improvement on</param>
        /// <param name="i">Improvement to add</param>
        private void InitiateImprovementsOnHexs(Hex hex, Improvement i)
        {
            //get the parent chunk object; this is where we will parent the improvement objects to
            GameObject resourceHolder = hex.parentChunk.gameObject;
            if (resourceHolder == null) { Debug.LogError("Could not find the resource holder!"); }

            //remove current improvements
            Destroy(hex.iObject);

            //remove current resource gameobjects
            Destroy(hex.rObject);

            //switch the hex's texture to this improvement's ground texture
            hex.ChangeTextureToImprovement();


            //spawn gameObject if there is a mesh to spawn
            if (i.meshToSpawn != null)
            {
                float y = (hex.worldPosition.y + hex.hexExt.y) - ((hex.hexExt.y) / 5f); if (y == 0) { y -= ((hex.worldPosition.y + hex.hexExt.y) / Random.Range(4, 8)); }
                GameObject holder = new GameObject(i.name + " at " + hex.AxialCoordinates, typeof(MeshFilter), typeof(MeshRenderer));
                holder.GetComponent<MeshFilter>().mesh = hex.currentImprovement.meshToSpawn;
                holder.transform.position = new Vector3((hex.worldPosition.x + hex.hexCenter.x + Random.Range(-0.2f, 0.2f)), y, (hex.worldPosition.z + hex.hexCenter.z + Random.Range(-0.2f, 0.2f)));
                holder.transform.rotation = Quaternion.identity;
                holder.renderer.material.mainTexture = i.meshTexture;
                holder.transform.parent = hex.parentChunk.transform;

                hex.iObject = holder;
            }
        }
Exemple #2
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        void OnHexClick(Hex hex, int mouseButton)
        {
            if(mouseButton == 0)
            {
				Debug.Log( "nya" );
                worldManager.improvementManager.TestedAddImprovementToTile(hex, 0);
            }
            if(mouseButton == 1)
            {
                worldManager.improvementManager.RemoveImprovementFromTile(hex);
            }
        }
Exemple #3
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 /// <summary>
 /// Checks all rules in the rule list.
 /// </summary>
 /// <param name="hex">Hex to compare the rules upon</param>
 /// <param name="rule">Rules to check</param>
 /// <param name="tileManager">The scene tile manager</param>
 /// <returns>If the hex passed the tests</returns>
 public static bool Test(Hex hex, HexRule rule, TileManager tileManager)
 {
     //check tile rules
     for (int i = 0; i < rule.possibleTiles.Length; i++)
     {
         //if the hex's tile type is in the list of possible tiles, break out of the loop and check features
         if (TestRule(hex, tileManager.tiles[rule.possibleTiles[i]]) == true) { break; }
         //the hex's tile type was not in the list of possible tiles, return false 
         if (i == (rule.possibleTiles.Length - 1)) { return false; }
     }
     //check feature rules
     for (int i = 0; i < rule.possibleFeatures.Length; i++)
     {
         //if hex's feature type is in the list of possible features, return true since both rules have been passed
         if (TestRule(hex, rule.possibleFeatures[i]) == true) { return true; }
         //the hex's feature type was not in the list of possible features, return false 
         if (i == (rule.possibleFeatures.Length - 1)) { return false; }
     }
     //unreachable mandatory code because c# is funky
     return false;
 }
Exemple #4
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		public void ClearBorders(Hex[] hexes)
		{
			foreach(Hex h in hexes)
			{
				h.ClearBorder();
			}
		}
Exemple #5
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		public void SetBorders(Hex[] hexes, int borderID)
		{
			foreach(Hex h in hexes)
			{
				h.SetBorder(borderID);	
			}
		}
Exemple #6
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        /*
        void CalculateDistance()
        {
            int dx = Mathf.Abs(Mathf.RoundToInt(goToHex.x - currentHex.x));
            int dy = Mathf.Abs(Mathf.RoundToInt(goToHex.y - currentHex.y));
            int dz = Mathf.Abs(Mathf.RoundToInt(goToHex.z - currentHex.z));

            int distanceA = Mathf.Max(dx, dy, dz);
            int distanceB = Mathf.Abs(distanceA - Mathf.Abs(Mathf.RoundToInt(mapSize.x + dx)));

            if (distanceA == distanceB)
            {
                distance = distanceA;
            }
            else
            {
                distance = Mathf.Min(distanceA, distanceB);
            }
        }

        int CalculateDistance(HexInfo start, HexInfo end)
        {
            int dx = Mathf.Abs(Mathf.RoundToInt(start.CubeGridPosition.x - end.CubeGridPosition.x));
            int dy = Mathf.Abs(Mathf.RoundToInt(start.CubeGridPosition.y - end.CubeGridPosition.y));
            int dz = Mathf.Abs(Mathf.RoundToInt(start.CubeGridPosition.z - end.CubeGridPosition.z));

            int distanceA = Mathf.Max(dx, dy, dz);
            int distanceB = Mathf.Abs(distanceA - Mathf.Abs(Mathf.RoundToInt(mapSize.x + dx)));

            if (distanceA == distanceB)
            {
                return distanceA;
            }
            else
            {
                return Mathf.Min(distanceA, distanceB);
            }
        }

        void OnGUI()
        {
            //GUI.Label(new Rect(20, 0, 100, 20), goToHex.ToString());
            //GUI.Label(new Rect(20, 30, 100, 20), distance.ToString("Distance: #."));
        }
         */

		// Added

        public IEnumerator RefreshBorders(Hex modifiedHex)
        {
            Chunk originalChunk = modifiedHex.parentChunk;
            Chunk[] possibleChunks = FindPossibleChunks(originalChunk);

            foreach (Chunk chunk in possibleChunks)
            {
                foreach (Hex hex in chunk.hexArray)
                {
                    // Have to make every hex update their border texture and value
                    hex.UpdateBorder();
                }
                chunk.RegenerateMesh();
                yield return new WaitForEndOfFrame();
            }
        }
Exemple #7
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 /// <summary>
 /// Check if the hex's tile type is the provided tile
 /// </summary>
 /// <param name="hex">Hex to compare to the tile</param>
 /// <param name="tile">Tile to compare to the hex</param>
 /// <returns></returns>
 private static bool TestRule(Hex hex, Tile tile)
 {
     if (hex.terrainType == tile) { return true; } else { return false; }
 }
Exemple #8
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 /// <summary>
 /// Check if the hex's feature type is the provided feature
 /// </summary>
 /// <param name="hex">Hex to compare to the feature</param>
 /// <param name="feature">Feature to compare to the hex</param>
 /// <returns></returns>
 private static bool TestRule(Hex hex, Feature feature)
 {
     if (hex.terrainFeature == feature) { return true; } else { return false; }
 }
        /// <summary>
        /// Spawns the provided resource on the tile.
        /// Optional to regenerate the chunk.
        /// </summary>
        /// <remarks>
        /// This can be used to force a resource to spawn, even if against it's rules.
        /// </remarks>
        /// <param name="hex">Hex to spawn the resource on</param>
        /// <param name="r">Resource to spawn</param>
        /// <param name="regenerateChunk">If the parent chunk should be regenerated</param>
        public void SpawnResource(Hex hex, Resource r, bool regenerateChunk)
        {
            //reset resource locations
            hex.resourceLocations.Clear();
            
            //destroy previous resource objects
            if (hex.rObject != null)
            {
                Destroy(hex.rObject);
            }

            //if the resource has a mesh to spawn
            if (r.meshToSpawn != null)
            {
                //calculate y position to spawn the resources
                float y;
                if (hex.localMesh == null)
                {
                    y = (worldManager.hexExt.y); if (y == 0) { y -= ((hex.worldPosition.y + worldManager.hexExt.y) / Random.Range(4, 8)); } else { y = hex.worldPosition.y + worldManager.hexExt.y + hex.currentResource.meshToSpawn.bounds.extents.y; }
                }
                else
                {
                    y = (hex.localMesh.bounds.extents.y); if (y == 0) { y -= ((hex.worldPosition.y + hex.localMesh.bounds.extents.y) / Random.Range(4, 8)); } else { y = hex.worldPosition.y + hex.localMesh.bounds.extents.y + hex.currentResource.meshToSpawn.bounds.extents.y; }
                }

                //spawn a resource for each spawn amount
                for (int i = 0; i < r.meshSpawnAmount; i++)
                {
                    //position setting
                    float x = (worldManager.hexCenter.x + Random.Range(-0.2f, 0.2f));
                    float z = (worldManager.hexCenter.z + Random.Range(-0.2f, 0.2f));
                    hex.resourceLocations.Add(new Vector3(x, y, z));
                }

                //number of resources
                int size = hex.resourceLocations.Count;

                //number of resources to combine
                if (size > 0)
                {
                    //combine instances
                    CombineInstance[] combine = new CombineInstance[size];
                    Matrix4x4 matrix = new Matrix4x4();
                    matrix.SetTRS(Vector3.zero, Quaternion.identity, Vector3.one);

                    //skip first combine instance due to presetting
                    for (int k = 0; k < size; k++)
                    {
                        combine[k].mesh = hex.currentResource.meshToSpawn;
                        matrix.SetTRS(hex.resourceLocations[k], Quaternion.identity, Vector3.one);
                        combine[k].transform = matrix;
                    }

                    //create gameobject to hold the resource meshes 
                    GameObject holder = new GameObject(r.name + " at " + hex.AxialCoordinates, typeof(MeshFilter), typeof(MeshRenderer));

                    //set the gameobject position to the hex position
                    holder.transform.position = hex.worldPosition;
                    holder.transform.parent = hex.parentChunk.transform;

                    //set the resource mesh texture
                    holder.renderer.material.mainTexture = r.meshTexture;

                    //assign the combined mesh to the resource holder gameobject
                    MeshFilter filter = holder.GetComponent<MeshFilter>();
                    filter.mesh = new Mesh();
                    filter.mesh.CombineMeshes(combine);

                    //set the hex's resource object to the resource holder
                    hex.rObject = holder;

                    //UV mapping
                    Rect rectArea;
                    worldManager.textureAtlas.resourceLocations.TryGetValue(r, out rectArea);

                    //temp UV data
                    Vector2[] uv;
                    uv = new Vector2[filter.mesh.vertexCount];

                    //calculate the combined UV data
                    for (int i = 0; i < filter.mesh.vertexCount; i++)
                    {
                        uv[i] = new Vector2(filter.mesh.uv[i].x * rectArea.width + rectArea.x, filter.mesh.uv[i].y * rectArea.height + rectArea.y);
                    }

                    //assign the resource holder's UV data
                    filter.mesh.uv = uv;
                }
            }

            //if needed; regenerate the chunk and it's UV data
            if (regenerateChunk)
            {
                hex.ChangeTextureToResource();
                hex.parentChunk.RegenerateMesh();
            }
        }
Exemple #10
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        public void Update()
        {
            //selected = currentLocation.isSelected;
            if (currentLocation != null)
            {
                currentLocation.currentUnit = this;
            }

            //if we are selected
            if (selected)
            {
                //pressed "m" while we are selected to move?
                if (Input.GetButtonDown("Move"))
                {
                    //toggle move mode
                    if (moveMode == false) { moveMode = true; }
                    else { moveMode = true; }
                }
                //if we are in move mode
                if (moveMode)
                {
                    //create ray from camera
                    ray = Camera.main.ScreenPointToRay(Input.mousePosition);

                    //cast raycast to find disired movement grid
                    if (Physics.Raycast(ray, out hit, 100f))
                    {
                        //get obj reference to hit obj
                        GameObject obj = hit.collider.gameObject;
                        //is it a tile?
                        if (obj.CompareTag("Tile"))
                        {

                            //have we click on this tile to move our unit?
                            if (Input.GetMouseButtonDown(0))
                            {
                                //since its a tile get the Hex script
                                //TODO: FIX
                                Hex hex = new Hex();//obj.GetComponent<HexInfo>();

                                //check to see if tile is occupied
                                if (hex.currentUnit == null)
                                {
                                    //unlink from current obj
                                    moveMode = false;
                                    selected = false;

                                    int movesNeeded = MovesToCompleteAction();

                                    if (movesNeeded <= movesLeft)
                                    {
                                        print("Moving to tile: " + hex.AxialCoordinates);
                                        //actually move the unit
                                        Move(currentLocation, hex, true);
                                        movesLeft -= movesNeeded;
                                    }
                                    else { print("too far to move"); }
                                }
                                else
                                {
                                    //add combat or unit switching here(in the child class)
                                    //make sure we dont attack ourselves!!!
                                    if (hex.currentUnit != (Melee)this)
                                    {
                                        //unlink from current obj
                                        moveMode = false;
                                        selected = false;

                                        print("attacking");
                                        Attack((Melee)hex.currentUnit);
                                    }
                                }
                            }
                        }
                    }
                }
            }

            if (health <= 0)
            {
                GameManager.worldEvent.Invoke("Death", "Unit " + gameObject.name + " has been killed!");
                currentLocation.currentUnit = null;
                Destroy(this.gameObject);
            }
        }
Exemple #11
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 public void Move(Hex fromTile, Hex toTile, bool quickMove)
 {
     if (quickMove)
     {
         //find our obj reference to the needed grid
         GameObject hex = GameObject.Find("HexTile " + toTile.AxialCoordinates);
         //tell old tile we are no longer on it
         fromTile.currentUnit = null;
         //move unit
         gameObject.transform.position = new Vector3(hex.transform.position.x, (hex.transform.position.y + hex.collider.bounds.extents.y), hex.transform.position.z);
         //set current location
         currentLocation = toTile;
     }
     else
     {
         //CalculateFastestPath(fromTile.gridPosition, toTile.gridPosition);
     }
 }
        /// <summary>
        /// Removes the improvement from the specified hex and restores its past state.
        /// </summary>
        /// <param name="hex">Hex to remove all improvements from</param>
        /// <example>
        /// The following code removes all improvements from the map.
        /// <code>
        /// using System;
        /// using UnityEngine;
        /// using CivGrid;
        ///
        /// public class ExampleClass : MonoBehaviour
        /// {
        ///    WorldManager worldManager;
        ///    ImprovementManager improvementManager;
        ///
        ///    void Start()
        ///    {
        ///        worldManager = GameObject.FindObjectOfType&lt;WorldManager&gt;();
        ///        improvementManager = GameObject.FindObjectOfType&lt;ImprovementManager&gt;();
        ///
        ///        //check again for each hex if it should spawn a resource
        ///        foreach (HexChunk chunk in worldManager.hexChunks)
        ///        {
        ///            foreach (HexInfo hex in chunk.hexArray)
        ///            {
        ///                //tries to add first improvement
        ///                improvementManager.RemoveImprovementFromTile(hex);
        ///            }
        ///        }
        ///    }
        /// }
        /// </code>
        /// </example>
        public void RemoveImprovementFromTile(Hex hex)
        {
            if (hex.currentImprovement != null)
            {
                if (hex.currentImprovement.name != "None")
                {
                    //change texture of this hexagon back to its original if it has a resource it will be corrected below
                    hex.ChangeTextureToNormalTile();


                    //destory improvement children
                    Destroy(hex.iObject);

                    //respawn resource model
                    if (hex.currentResource.name != "None")
                    {
                        hex.resourceManager.SpawnResource(hex, hex.currentResource, true);
                    }
                }
            }

            //return "None"
            hex.currentImprovement = improvements[0];
        }
        /// <summary>
        /// Adds improvement to specified hex if it meets the rule requirements.
        /// </summary>
        /// <param name="hex">Hex to attempt to add the improvement upon</param>
        /// <param name="improvementIndex">Index of the improvement within the improvement manager to attemp to add</param>
        /// <example>
        /// The following code attempts to add the first improvement to every tile.
        /// <code>
        /// using System;
        /// using UnityEngine;
        /// using CivGrid;
        ///
        /// public class ExampleClass : MonoBehaviour
        /// {
        ///    WorldManager worldManager;
        ///    ImprovementManager improvementManager;
        ///
        ///    void Start()
        ///    {
        ///        worldManager = GameObject.FindObjectOfType&lt;WorldManager&gt;();
        ///        improvementManager = GameObject.FindObjectOfType&lt;ImprovementManager&gt;();
        ///
        ///        //check again for each hex if it should spawn a resource
        ///        foreach (HexChunk chunk in worldManager.hexChunks)
        ///        {
        ///            foreach (HexInfo hex in chunk.hexArray)
        ///            {
        ///                //tries to add first improvement
        ///                improvementManager.TestedAddImprovementToTile(hex, 0);
        ///            }
        ///        }
        ///    }
        /// }
        /// </code>
        /// </example>
        /// <remarks>
        /// The index system should be based off of the inspector indexes at startup. The automatically generated "None" improvement
        /// is not included in the index numbering.
        /// </remarks>
        public void TestedAddImprovementToTile(Hex hex, int improvementIndex)
        {
            //if it's possible to spawn the improvement according to it's rules
            bool possible = false;

            //gets improvement from it's index
            Improvement improvement = improvements[improvementIndex+1];

            //runs through the tests and if any return false, we can not spawn the improvement
            if (RuleTest.Test(hex, improvement.rule, tileManager))
            {
                possible = true;
            }
            else
            {
                possible = false;
            }

            //spawn the improvement on the tile
            if (possible)
            {
                hex.currentImprovement = improvement;
                hex.parentChunk.worldManager.improvementManager.InitiateImprovementsOnHexs(hex, improvement);
            }
        }
Exemple #14
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        public Hex[] GetNeighborsOfHex(Hex centerTile)
        { 
            int[] d;

            Hex[] neighbors = new Hex[6];
            Vector2 neighborOffsetGridPos = new Vector2(0, 0);

            int parity = (int)centerTile.OffsetCoordinates.y & 1;

            for (int i = 0; i < 6; i++)
            {

                d = offsetNeighbors[parity][i];

                neighborOffsetGridPos.x = centerTile.OffsetCoordinates.x + d[0];
                neighborOffsetGridPos.y = centerTile.OffsetCoordinates.y + d[1];

                neighbors[i] = GetHexFromOffsetCoordinates(neighborOffsetGridPos);
            }
            return neighbors;
        }
        /// <summary>
        /// Spawns the provided resource on the tile.
        /// Optional to regenerate the chunk.
        /// </summary>
        /// <remarks>
        /// This can be used to force a resource to spawn, even if against it's rules.
        /// </remarks>
        /// <param name="hex">Hex to spawn the resource on</param>
        /// <param name="r">Resource to spawn</param>
        /// <param name="regenerateChunk">If the parent chunk should be regenerated</param>
        public void SpawnResource(Hex hex, Resource r, bool regenerateChunk)
        {
            //reset resource locations
            hex.resourceLocations.Clear();

            //destroy previous resource objects
            if (hex.rObject != null)
            {
                Destroy(hex.rObject);
            }

            //if the resource has a mesh to spawn
            if (r.meshToSpawn != null)
            {
                //calculate y position to spawn the resources
                float y;
                if (hex.localMesh == null)
                {
                    y = (worldManager.hexExt.y); if (y == 0)
                    {
                        y -= ((hex.worldPosition.y + worldManager.hexExt.y) / Random.Range(4, 8));
                    }
                    else
                    {
                        y = hex.worldPosition.y + worldManager.hexExt.y + hex.currentResource.meshToSpawn.bounds.extents.y;
                    }
                }
                else
                {
                    y = (hex.localMesh.bounds.extents.y); if (y == 0)
                    {
                        y -= ((hex.worldPosition.y + hex.localMesh.bounds.extents.y) / Random.Range(4, 8));
                    }
                    else
                    {
                        y = hex.worldPosition.y + hex.localMesh.bounds.extents.y + hex.currentResource.meshToSpawn.bounds.extents.y;
                    }
                }

                //spawn a resource for each spawn amount
                for (int i = 0; i < r.meshSpawnAmount; i++)
                {
                    //position setting
                    float x = (worldManager.hexCenter.x + Random.Range(-0.2f, 0.2f));
                    float z = (worldManager.hexCenter.z + Random.Range(-0.2f, 0.2f));
                    hex.resourceLocations.Add(new Vector3(x, y, z));
                }

                //number of resources
                int size = hex.resourceLocations.Count;

                //number of resources to combine
                if (size > 0)
                {
                    //combine instances
                    CombineInstance[] combine = new CombineInstance[size];
                    Matrix4x4         matrix  = new Matrix4x4();
                    matrix.SetTRS(Vector3.zero, Quaternion.identity, Vector3.one);

                    //skip first combine instance due to presetting
                    for (int k = 0; k < size; k++)
                    {
                        combine[k].mesh = hex.currentResource.meshToSpawn;
                        matrix.SetTRS(hex.resourceLocations[k], Quaternion.identity, Vector3.one);
                        combine[k].transform = matrix;
                    }

                    //create gameobject to hold the resource meshes
                    GameObject holder = new GameObject(r.name + " at " + hex.AxialCoordinates, typeof(MeshFilter), typeof(MeshRenderer));

                    //set the gameobject position to the hex position
                    holder.transform.position = hex.worldPosition;
                    holder.transform.parent   = hex.parentChunk.transform;

                    //set the resource mesh texture
                    holder.GetComponent <Renderer>().material.mainTexture = r.meshTexture;

                    //assign the combined mesh to the resource holder gameobject
                    MeshFilter filter = holder.GetComponent <MeshFilter>();
                    filter.mesh = new Mesh();
                    filter.mesh.CombineMeshes(combine);

                    //set the hex's resource object to the resource holder
                    hex.rObject = holder;

                    //UV mapping
                    Rect rectArea;
                    worldManager.textureAtlas.resourceLocations.TryGetValue(r, out rectArea);

                    //temp UV data
                    Vector2[] uv;
                    uv = new Vector2[filter.mesh.vertexCount];

                    //calculate the combined UV data
                    for (int i = 0; i < filter.mesh.vertexCount; i++)
                    {
                        uv[i] = new Vector2(filter.mesh.uv[i].x * rectArea.width + rectArea.x, filter.mesh.uv[i].y * rectArea.height + rectArea.y);
                    }

                    //assign the resource holder's UV data
                    filter.mesh.uv = uv;
                }
            }

            //if needed; regenerate the chunk and it's UV data
            if (regenerateChunk)
            {
                hex.ChangeTextureToResource();
                hex.parentChunk.RegenerateMesh();
            }
        }
Exemple #16
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        public Hex GetOffsetNeighbour(Hex centreTile, int addedX, int addedY)
        {
            int parity = (int)centreTile.OffsetCoordinates.y & 1;

            Vector2 neighbourOffsetGridPos =
                new Vector2(centreTile.OffsetCoordinates.x + (addedY == 0 ? addedX : (addedX + parity)), centreTile.OffsetCoordinates.y + addedY);

            return GetHexFromOffsetCoordinates(neighbourOffsetGridPos);
        }
Exemple #17
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        /// <summary>
        /// Checks if a resource should be spawned on a hexagon.
        /// </summary>
        /// <param name="hex">The hexagon to check</param>
        /// <example>
        /// The following code changes the possible resources and then re-checks each hex for the resource.
        /// <code>
        /// using System;
        /// using UnityEngine;
        /// using CivGrid;
        ///
        /// public class ExampleClass : MonoBehaviour
        /// {
        ///    WorldManager worldManager;
        ///    ResourceManager resourceManager;
        ///
        ///    void Start()
        ///    {
        ///        worldManager = GameObject.FindObjectOfType&lt;WorldManager&gt;();
        ///        resourceManager = GameObject.FindObjectOfType&lt;ResourceManager&gt;();
        ///
        ///        //creates a new resource to possibly spawn
        ///        resourceManager.AddResource(new Resource("SpecialNewResource", 15, 1, null, null, false, new HexRule(new int[] { 3, 4 }, new Feature[] { Feature.Flat })));
        ///
        ///        //check again for each hex if it should spawn a resource
        ///        foreach (HexChunk chunk in worldManager.hexChunks)
        ///        {
        ///            foreach (HexInfo hex in chunk.hexArray)
        ///            {
        ///                resourceManager.CheckForResource(hex); 
        ///            }
        ///        }
        ///    }
        /// }
        /// </code>
        /// </example>
        public void CheckForResource(Hex hex)
        {

            //loop through all resources
            for (int i = 0; i < internalResources.Length; i++)
            {
                //get each resource and check if we can spawn them
                Resource r = internalResources[i];
                if (r.rule != null)
                {
                    //runs through the tests and if any return false, we can not spawn this resource; check the next
                    if (RuleTest.Test(hex, r.rule, tileManager))
                    {
                        //we can spawn it, but should we?
                        int number = (int)Random.Range(0, r.rarity);
                        if (number == 0)
                        {
                            //spawn resource
                            hex.currentResource = r;
                            SpawnResource(hex, hex.currentResource, false);
                            return;
                        }
                    }
                }
            }

            //no resource spawned; return "None"
            hex.currentResource = internalResources[0];
        }