Esempio n. 1
0
    public Vector3 RandomCellPosition(int newOwnerId)
    {
        int randomCell = 0;

        //TO DO: Change while for a list of available cells
        do
        {
            randomCell = Random.Range(0, cells.Count);
        } while(cells[randomCell].Available == false);

        TerrainCell cell = cells[randomCell];

        cell.OwnerId = newOwnerId;
        cell.RenderMap(tilemapTerrain, tilesInitialTerrain);
        cell.RenderMap(tilemapEnvironment);
        return(cell.Center);
    }
Esempio n. 2
0
    void BuildTerrainBase()
    {
        numberOfCellsX = Mathf.FloorToInt(mapWidth / cellSize);
        numberOfCellsY = Mathf.FloorToInt(mapHeight / cellSize);

        for (int i = 0; i < numberOfCellsX; i++)
        {
            for (int j = 0; j < numberOfCellsY; j++)
            {
                Vector2 cellPosition = new Vector2(transform.position.x - (mapWidth / 2) + (cellSize / 2) + (cellSize * i),
                                                   transform.position.y - (mapHeight / 2) + (cellSize / 2) + (cellSize * j));

                TerrainCell newCell = new TerrainCell(cells.Count, cellPosition, cellSize, tilemapBuilder, tilesInitialTerrain);
                newCell.RenderMap(tilemapGround, tileGround);
                cells.Add(newCell);
            }
        }
    }