Esempio n. 1
0
    public Biome(string type_, List<BiomeTile> validTiles_, List<BiomeResource> validResources_, BiomeRequirements requirements_)
    {
        type = type_;
          validTiles = validTiles_;
          validResources = validResources_;
          requirements = requirements_;

          foreach (BiomeResource res in validResources)
          {

         foreach (Tile tile in res.Resource.ValidTiles)
         {
            List<BiomeResource> resources = null;
            DictValidResources.TryGetValue(tile.GetName(), out resources);
            if (resources != null)
            {
               resources.Add(res);
            }
            else
            {
               resources = new List<BiomeResource>();
               resources.Add(res);
               DictValidResources.Add(tile.GetName(), resources);
            }
         }

          }
    }
Esempio n. 2
0
    public static bool Load(string filePath_)
    {
        TextAsset asset = (TextAsset)Resources.Load(filePath_);

          if (asset == null)
          {
         Debug.Log("file '" + filePath_ + "' could not be loaded");
         return false;
          }

          JSONNode jsonData = JSON.Parse(asset.text);

          //for every biome in file
          for (int i = 0; i < jsonData.Count; ++i)
          {
         string name = jsonData[i]["Name"];

         List<BiomeTile> tempTiles = new List<BiomeTile>();
         for (int j = 0; j < jsonData[i]["ValidTiles"].Count; ++j)
         {
            Tile tile = Tile.GetTile(jsonData[i]["ValidTiles"][j]["Name"]);
            float chance = jsonData[i]["ValidTiles"][j]["Chance"].AsFloat;

            tempTiles.Add(new BiomeTile(tile, chance));
         }

         List<BiomeResource> tempResources = new List<BiomeResource>();
         for (int j = 0; j < jsonData[i]["ValidResources"].Count; ++j)
         {
            GameResource resource = GameResource.GetResource(jsonData[i]["ValidResources"][j]["Name"]);
            float chance = jsonData[i]["ValidResources"][j]["Chance"].AsFloat;

            tempResources.Add(new BiomeResource(resource, chance));
         }

         float hMin = jsonData[i]["Requirements"]["Height"]["Min"].AsFloat;
         float hMax = jsonData[i]["Requirements"]["Height"]["Max"].AsFloat;

         float tMin = jsonData[i]["Requirements"]["Temperature"]["Min"].AsFloat;
         float tMax = jsonData[i]["Requirements"]["Temperature"]["Max"].AsFloat;

         float rMin = jsonData[i]["Requirements"]["Rainfall"]["Min"].AsFloat;
         float rMax = jsonData[i]["Requirements"]["Rainfall"]["Max"].AsFloat;

         BiomeRequirements newRequirements = new BiomeRequirements(hMin, hMax, tMin, tMax, rMin, rMax);

         Biome biome = new Biome(name, tempTiles, tempResources, newRequirements);

         Biomes.Add(biome);

          }

          Debug.Log(Biomes.Count + " Biomes loaded from '" + filePath_ + "'");
          return true;
    }