/// <summary>
        /// Initialises the full grid using the given map data.
        /// </summary>
        /// <param name="parent">The parent object of the sectors.</param>
        /// <param name="sectorPrefab">The sector prefab.</param>
        /// <param name="sectorMaterials">The sector materials object.</param>
        /// <param name="mapData">The map data to use to load.</param>
        public Grid(GameObject parent, GameObject sectorPrefab, SectorMaterials sectorMaterials, string mapData)
        {
            Debug.Log("Initialising grid");
            float      startTime       = Time.realtimeSinceStartup;
            MapData    preProcessedMap = JsonUtility.FromJson <MapData>(mapData); // parse map data into object
            GameObject tmpSectorObj;
            Sector     tmpSector;
            Coord      tmpCoord;

            foreach (var gridItem in preProcessedMap.sectors)
            {
                tmpCoord     = (Coord)gridItem.coordinate;                                     // convert coordinate to Coord
                tmpSectorObj = UnityEngine.Object.Instantiate(sectorPrefab, parent.transform); // instantiate the new sector prefab
                tmpSector    = tmpSectorObj.GetComponent <Sector>();                           // grab the Sector class on the object
                // initialise the sector using the necessary data
                tmpSector.Init(sectorMaterials,
                               tmpCoord,
                               (SectorTexture)Enum.Parse(typeof(SectorTexture), gridItem.texture), // hand in the texture the sector should have
                               gridItem.traversable);                                              // hand in whether the sector is traversable or not
                _gridStore.Add(tmpCoord, tmpSector);                                               // add the sector to the grid storage
            }
            // todo: landmark processing
            float elapsedTime = Time.realtimeSinceStartup - startTime;

            Debug.Log(string.Format("Grid initialised in {0} seconds", elapsedTime));
        }
Esempio n. 2
0
        /// <summary>
        /// Initialised the Sector. <paramref name="traversable"/> will be ignored
        /// if the texture in in the 'not traversable' textures list.
        /// </summary>
        /// <returns>The init.</returns>
        /// <param name="currentCoord">The coordinate of the Sector.</param>
        /// <param name="texture">The texture of the Sector.</param>
        /// <param name="traversable">
        /// Whether the sector is traversable (ignored
        /// if texture is in the 'not traversable' list).
        /// </param>
        public void Init(SectorMaterials sectorMaterials, Coord currentCoord, SectorTexture texture, bool traversable)
        {
            // setup base vars
            _renderer = gameObject.GetComponentInChildren <MeshRenderer>();

            gameObject.transform.position = Layout.Default.HexToPixel(currentCoord); // get the position the sector should be in
            Traversable = traversable && !notTraversableTextures.Contains(texture);  // work out whether the sector is traversable or not

            // Setup materials
            _sectorMaterials         = sectorMaterials;
            _defaultMaterial         = _sectorMaterials.GetMaterial(texture, Traversable ? SectorMaterialType.Normal : SectorMaterialType.Dark);
            _highlightBrightMaterial = _sectorMaterials.GetMaterial(texture, SectorMaterialType.Bright);
            _highlightDimmedMaterial = _sectorMaterials.GetMaterial(texture, SectorMaterialType.Dimmed);
            ApplyMaterial(_defaultMaterial);
        }
Esempio n. 3
0
 void Awake()
 {
     // init the sector materials
     _sectorMaterials = gameObject.GetComponent <SectorMaterials>();
 }