Esempio n. 1
0
        public void Update(DwarfTime time)
        {
            if (ScreenSaver == null)
            {
                ScreenSaver = new Terrain2D(Game);
            }
            if (CurrentState != "" && States[CurrentState].IsInitialized)
            {
                States[CurrentState].Update(time);

                if (CurrentState != "" && States[CurrentState].Transitioning != GameState.TransitionMode.Running)
                {
                    States[CurrentState].TransitionValue += (float)(TransitionSpeed * time.ElapsedRealTime.TotalSeconds);
                    States[CurrentState].TransitionValue  = Math.Min(States[CurrentState].TransitionValue, 1.001f);
                }
            }

            if (NextState != "" && States[NextState].IsInitialized)
            {
                //States[NextState].Update(time);

                if (States[NextState].Transitioning != GameState.TransitionMode.Running)
                {
                    States[NextState].TransitionValue += (float)(TransitionSpeed * time.ElapsedRealTime.TotalSeconds);
                    States[NextState].TransitionValue  = Math.Min(States[NextState].TransitionValue, 1.001f);
                    if (States[NextState].TransitionValue >= 1.0)
                    {
                        TransitionComplete();
                    }
                }
            }
        }
Esempio n. 2
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    public override void OnInspectorGUI()
    {
        Terrain2D terrain = (Terrain2D)target;

        EditorGUI.BeginChangeCheck();

        DrawDefaultInspector();

        if (EditorGUI.EndChangeCheck())
        {
            // in case they added something or edited something
            terrain.UpdatePoints();
        }
    }
Esempio n. 3
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    void OnEnable()
    {
        terrain = target as Terrain2D;

        if (terrain != null)
        {
            terrain.Setup();
        }

        editorSettings  = serializedObject.FindProperty("EditorSettings");
        editModeEnabled = editorSettings.FindPropertyRelative("editModeEnabled");
        mode            = editorSettings.FindPropertyRelative("mode");
        markSize        = editorSettings.FindPropertyRelative("markSize");
    }
Esempio n. 4
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        protected void OnEnable()
        {
            _terrain      = target as Terrain2D;
            _meshRenderer = _terrain.GetComponent <MeshRenderer>();

            _keyPointsProperty      = serializedObject.FindProperty("_keyPoints");
            _widthProperty          = serializedObject.FindProperty("_width");
            _heightProperty         = serializedObject.FindProperty("_height");
            _lineWidthProperty      = serializedObject.FindProperty("_lineWidth");
            _qualityProperty        = serializedObject.FindProperty("_quality");
            _groundUVOffsetProperty = serializedObject.FindProperty("_groundUVOffset");
            _groundUVScaleProperty  = serializedObject.FindProperty("_groundUVScale");
            _colliderTypeProperty   = serializedObject.FindProperty("_colliderType");
        }
Esempio n. 5
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    private void OnSceneGUI()
    {
        Terrain2D terrain = (Terrain2D)target;
        Vector3   pos     = terrain.transform.position;

        EditorGUI.BeginChangeCheck();

        for (int i = 0; i < terrain.points.Count; i++)
        {
            terrain.points[i] = Handles.PositionHandle(pos + (Vector3)terrain.points[i], Quaternion.identity) - pos;

            /*if (i > 0)
             * {
             *  Debug.DrawLine(terrain.points[i] + pos, terrain.points[i - 1] + pos);
             * }*/
        }

        if (EditorGUI.EndChangeCheck())
        {
            terrain.UpdatePoints();
        }
    }
Esempio n. 6
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        public void Update(DwarfTime time)
        {
#if DEBUG
            Microsoft.Xna.Framework.Input.KeyboardState k = Microsoft.Xna.Framework.Input.Keyboard.GetState();
            if (k.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Home))
            {
                try
                {
                    GameState.Game.GraphicsDevice.Reset();
                }
                catch (Exception exception)
                {
                }
            }
#endif

            if (ScreenSaver == null)
            {
                ScreenSaver = new Terrain2D(Game);
            }

            if (NextState != null && NextState.IsInitialized)
            {
                if (CurrentState != null)
                {
                    CurrentState.OnExit();
                    CurrentState.OnPopped();
                }

                CurrentState = NextState;
                NextState    = null;
            }

            if (CurrentState != null && CurrentState.IsInitialized)
            {
                CurrentState.Update(time);
            }
        }
Esempio n. 7
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    public void Init(int terrainsCount, Terrain2DSettings settings, Transform followTarget)
    {
        if (terrainsCount < 2)
        {
            terrainsCount = 2;
        }

        _terrains2D = new Terrain2D [terrainsCount];

        for (int i = 0; i < terrainsCount; i++)
        {
            GameObject terrain = new GameObject("Terrain");
            terrain.transform.parent = transform;

            _terrain2DLenght = settings.meshOffset * (settings.meshResolution - 1) * 2f;

            terrain.transform.localPosition = Vector3.right * _terrain2DLenght * i;

            _terrains2D[i] = new Terrain2D(terrain, settings);
        }

        _currenTerrain = 0;
        _followTarget  = followTarget;
    }
Esempio n. 8
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        public void Update(DwarfTime time)
        {
            if (ScreenSaver == null)
            {
                ScreenSaver = new Terrain2D(Game);
            }

            if (NextState != null && NextState.IsInitialized)
            {
                if (CurrentState != null)
                {
                    CurrentState.OnExit();
                    CurrentState.OnPopped();
                }

                CurrentState = NextState;
                NextState    = null;
            }

            if (CurrentState != null && CurrentState.IsInitialized)
            {
                CurrentState.Update(time);
            }
        }
Esempio n. 9
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 void OnDisable()
 {
     terrain = null;
 }
Esempio n. 10
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 public void Init()
 {
     _terrain2D = new Terrain2D(gameObject, _settings);
 }
Esempio n. 11
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    public void Dig(Vector3 pos, int radius)
    {
        if (radius == 1)
        {
            pos.z = -10;
            RaycastHit hit;
            Physics.Raycast(pos, transform.forward, out hit, 1000, ly);
            if (hit.transform == null)
            {
                return;
            }

            //print(hit.transform.name);

            Vector2 pixelUV = hit.textureCoord;

            Terrain2D t = hit.transform.parent.parent.gameObject.GetComponent <Terrain2D>();
            if (t != null)
            {
                Vector2 size = new Vector2(t.texture.width, t.texture.height);
                // print(pixelUV.x * size.x);
                t.texture.SetPixel((int)(pixelUV.x * size.x), (int)(pixelUV.y * size.y), Color.clear);
                float i = (int)(pixelUV.y * size.y) * t.texture.width + (int)(pixelUV.x * size.x);
                t.m_Colors[(int)i] = Color.clear;
                t.texture.Apply();
                t.GenCollider();
                // t.apc.RecalculatePolygon();
                // t.apc2.RecalculatePolygon();
            }
        }
        else
        {
            pos.z = -10;
            RaycastHit hit;
            Physics.Raycast(pos, transform.forward, out hit, 1000, ly);
            if (hit.transform == null)
            {
                return;
            }

            if (radius % 2 > 0)
            {
                Debug.Log("Radius not dividable");
                return;
            }

            //print(hit.transform.name);

            Vector2 pixelUV = hit.textureCoord;

            Terrain2D t = hit.transform.parent.parent.gameObject.GetComponent <Terrain2D>();
            if (t != null)
            {
                Vector2 size = new Vector2(t.texture.width, t.texture.height);
                // print(pixelUV.x * size.x);

                float w = t.texture.width;
                float h = t.texture.height;
                int   l = t.texture.width * t.texture.height;

                // t.apc.RecalculatePolygon();
                // t.apc2.RecalculatePolygon();
                int r = radius / 2;
                for (int y = -r; y < r; y++)
                {
                    for (int x = -r; x < r; x++)
                    {
                        int yC = ((int)(pixelUV.y * size.y) + y);
                        int xC = ((int)(pixelUV.x * size.x) + x);
                        if (yC >= 0 && xC >= 0 && xC <= w && yC <= h && (yC * w + xC) < l)
                        {
                            t.texture.SetPixel(xC, yC, Color.clear);
                            float i = yC * w + xC;
                            t.m_Colors[(int)i] = Color.clear;
                        }
                    }
                }

                t.texture.Apply();
                t.GenCollider();
            }
        }
    }
Esempio n. 12
0
    void SplitTerrain()
    {
        if (terrainParts.magnitude == 0)
        {
            string dividers = "";
            for (int i = 1; i < texture.height; i++)
            {
                if ((texture.height % i) == 0)
                {
                    dividers += i.ToString();
                    dividers += ",";
                }
            }
            print("Dividers " + dividers);
        }

        if ((texture.width % terrainParts.x + texture.height % terrainParts.y) > 0)
        {
            Debug.LogError("Resolution not dividable by " + terrainParts.ToString());
            Debug.Break();
            return;
        }
        terrains = new Terrain2D[(int)terrainParts.x, (int)terrainParts.y];
        //  List<Terrain2D> terrainz = new List<Terrain2D>();
        for (int x = 0; x < terrainParts.x; x++)
        {
            for (int y = 0; y < terrainParts.y; y++)
            {
                GameObject go = Instantiate(terrainPrefab, Vector3.zero, Quaternion.identity) as GameObject;
                go.name                    = x.ToString() + " , " + y.ToString();
                go.transform.parent        = transform;
                go.transform.localPosition = new Vector3(x * texture.width / terrainParts.x / PixelsPerUnit, y * texture.height / terrainParts.y / PixelsPerUnit);
                go.transform.localScale    = scale;
                Terrain2D t2d = go.GetComponent <Terrain2D>();
                t2d.termain = this;
                Texture2D tex = new Texture2D((int)(texture.width / terrainParts.x), (int)(texture.height / terrainParts.y));
                tex.filterMode = FilterMode.Point;
                Color[] c = texture.GetPixels((int)(x * texture.width / terrainParts.x), (int)(y * texture.height / terrainParts.y), (int)(texture.width / terrainParts.x), (int)(texture.height / terrainParts.y));
                tex.SetPixels(c);
                tex.wrapMode = TextureWrapMode.Clamp;
                tex.Apply();
                Sprite s = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f), PixelsPerUnit);

                /*
                 * BoxCollider2D b = go.AddComponent<BoxCollider2D>();
                 * Vector3 v = t2d.sprite.bounds.size;
                 * b.size = v;
                 */

                terrains[x, y] = t2d;

                t2d.sprite.sprite = s;
                t2d.texture       = tex;

                t2d.bc2d = go.AddComponent <BoxCollider2D>();
                t2d.backCollider.localScale = new Vector3(t2d.bc2d.size.x, t2d.bc2d.size.y, 1);
                Destroy(t2d.bc2d);
                //  terrainz.Add(t2d);
            }
        }

        //terrains = new Terrain2D[terrainz.Count];
        //  terrains = terrainz.ToArray();
    }