Esempio n. 1
0
        public static void PlaceFloorTile(Vector2Int _buildPoint)
        {
            Vector3Int t = new Vector3Int(_buildPoint.x, _buildPoint.y, 0);

            if (!TileManager.GetTileDictionaryFloor().ContainsKey(t))
            {
                TileHolder        tileHolder       = TileManager.GetTileHolder(TileType.Floor);
                float             randomFreq       = Random.Range(1, tileHolder.Tiles.OrderByDescending(t => t.PickChance).First().PickChance);
                List <CustomTile> tilesWithinRange = new List <CustomTile>();
                tilesWithinRange = tileHolder.Tiles.Where(t => t.PickChance >= randomFreq).ToList();
                int tempTileIndex;
                tempTileIndex = Random.Range(0, tilesWithinRange.Count);
                TileManager.PlaceTile(t, tempTileIndex, null, DungeonUtility.GetTilemap(), tilesWithinRange[tempTileIndex], DictionaryType.Floor);

                m_floorPositions.Add(t);
                Tile tileT = DungeonUtility.GetTilemap().GetTile <Tile>(t);
                if (tilesWithinRange[tempTileIndex].SpriteVariations.Length > 0)
                {
                    Sprite sT = tilesWithinRange[tempTileIndex].SpriteVariations[Random.Range(0, tilesWithinRange[tempTileIndex].SpriteVariations.Length)];
                    if (sT != null)
                    {
                        tileT.sprite = sT;
                    }
                }
            }
        }
Esempio n. 2
0
        public static void PlaceWalls()
        {
            BoundsInt Bounds = DungeonUtility.GetTilemap().cellBounds;

            TileBase[]        allTiles         = DungeonUtility.GetTilemap().GetTilesBlock(Bounds);
            List <CustomTile> tilesWithinRange = new List <CustomTile>();
            TileHolder        tileHolder       = TileManager.GetTileHolder(TileType.Wall);

            for (int x = 0; x < Bounds.size.x; x++)
            {
                for (int y = 0; y < Bounds.size.y; y++)
                {
                    float randomFreq = Random.Range(1, tileHolder.Tiles.OrderByDescending(t => t.PickChance).First().PickChance);
                    tilesWithinRange = tileHolder.Tiles.Where(t => t.PickChance >= randomFreq).ToList();
                    TileBase tile = allTiles[x + y * Bounds.size.x];
                    int      tempTileIndex;
                    tempTileIndex = Random.Range(0, tilesWithinRange.Count);
                    Vector3Int pos = new Vector3Int(x, y, 0);
                    if (tile == null)
                    {
                        TileManager.PlaceTile(pos, tempTileIndex, null, m_walls, tilesWithinRange[tempTileIndex], DictionaryType.Walls);
                        Tile tileT = m_walls.GetTile <Tile>(pos);
                        if (tilesWithinRange[tempTileIndex].SpriteVariations.Length > 0)
                        {
                            Sprite sT = tilesWithinRange[tempTileIndex].SpriteVariations[Random.Range(0, tilesWithinRange[tempTileIndex].SpriteVariations.Length)];
                            if (sT != null)
                            {
                                tileT.sprite = sT;
                            }
                        }
                    }
                }
            }
        }
Esempio n. 3
0
        static void BuildPathTile(Vector3Int _pos)
        {
            TileHolder        tileHolder       = TileManager.GetTileHolder(TileType.Path);
            float             randomFreq       = Random.Range(1, tileHolder.Tiles.OrderByDescending(t => t.PickChance).First().PickChance);
            List <CustomTile> tilesWithinRange = new List <CustomTile>();

            tilesWithinRange = tileHolder.Tiles.Where(t => t.PickChance >= randomFreq).ToList();
            int tempTileIndex;

            tempTileIndex = Random.Range(0, tilesWithinRange.Count);
            TileManager.PlaceTile(_pos, tempTileIndex, WallGen.GetTilemap(), DungeonUtility.GetTilemap(), tilesWithinRange[tempTileIndex], DictionaryType.Floor);
        }