void AddClimb(GameObject gao, AdditionalTypeFlags type, Material mat, Color color, float height, float baseHeight, List <MeshFilter> addMeshes) { int numBars = Mathf.RoundToInt(height - baseHeight); for (int i = 0; i < numBars; i++) { GameObject sgao = new GameObject($"Fence {i}"); sgao.layer = LayerMask.NameToLayer("3D Collision"); sgao.transform.SetParent(gao.transform); sgao.transform.localScale = Vector3.one; MeshFilter smf = sgao.AddComponent <MeshFilter>(); switch (type) { case AdditionalTypeFlags.ClimbUpRight: sgao.transform.localPosition = new Vector3(0, baseHeight + i + 0.5f, -0.55f); smf.mesh = GeometryHelpers.CreateBox(1f, 0.2f, 0.1f); break; case AdditionalTypeFlags.ClimbUpLeft: sgao.transform.localPosition = new Vector3(0.55f, baseHeight + i + 0.5f, 0); smf.mesh = GeometryHelpers.CreateBox(0.1f, 0.2f, 1f); break; } addMeshes.Add(smf); /*MeshRenderer smr = sgao.AddComponent<MeshRenderer>(); * smr.sharedMaterial = mat;*/ } }
void AddFence(GameObject gao, AdditionalTypeFlags type, Material mat, Color color, float height, List <MeshFilter> addMeshes, float fenceHeight = 4f) { int numBars = 3; for (int i = 0; i < numBars; i++) { GameObject sgao = new GameObject($"Fence {i}"); sgao.layer = LayerMask.NameToLayer("3D Collision"); sgao.transform.SetParent(gao.transform); sgao.transform.localScale = Vector3.one; switch (type) { case AdditionalTypeFlags.FenceUpLeft: sgao.transform.localPosition = new Vector3(-(0.5f - 0.05f), height, ((float)(i + 0.5f)) / (numBars) - 0.5f); break; case AdditionalTypeFlags.FenceUpRight: sgao.transform.localPosition = new Vector3(((float)(i + 0.5f)) / (numBars) - 0.5f, height, 0.5f - 0.05f); break; case AdditionalTypeFlags.FenceDownRight: sgao.transform.localPosition = new Vector3((0.5f - 0.05f), height, ((float)(i + 0.5f)) / (numBars) - 0.5f); break; case AdditionalTypeFlags.FenceDownLeft: sgao.transform.localPosition = new Vector3(((float)(i + 0.5f)) / (numBars) - 0.5f, height, -(0.5f - 0.05f)); break; } MeshFilter smf = sgao.AddComponent <MeshFilter>(); smf.mesh = GeometryHelpers.CreateBoxDifferentHeights(0.1f, fenceHeight, fenceHeight, fenceHeight, fenceHeight); addMeshes.Add(smf); /*MeshRenderer smr = sgao.AddComponent<MeshRenderer>(); * smr.sharedMaterial = mat;*/ } }
public MeshFilter GetGameObject(GameObject parent, int x, int y, Material mat, Unity_IsometricCollisionTile[] collisionData, int levelWidth, int levelHeight, List <MeshFilter> addMeshes) { GameObject gao = new GameObject(); gao.name = DebugText; gao.layer = LayerMask.NameToLayer("3D Collision"); gao.transform.SetParent(parent.transform); gao.transform.localScale = Vector3.one; gao.transform.localPosition = new Vector3(x + 0.5f, 0, -y - 0.5f); Color color; if (CollisionColors.ContainsKey(Type)) { color = new Color(CollisionColors[Type].r, CollisionColors[Type].g, CollisionColors[Type].b); } else { UnityEngine.Random.InitState((int)Type); color = UnityEngine.Random.ColorHSV(0, 1, 0.2f, 1f, 0.8f, 1.0f); } if ((x + y) % 2 == 1) { float h, s, v; Color.RGBToHSV(color, out h, out s, out v); v -= 0.025f; color = Color.HSVToRGB(h, s, v); } MeshFilter mf = gao.AddComponent <MeshFilter>(); switch (Type) { case CollisionType.GBAVV_Slope_4: // Regular slope float AddHeight = Height + 0.1875f; switch (GBAVV_Rotation) { case 0: mf.mesh = GeometryHelpers.CreateBoxDifferentHeights(1, Height, Height, AddHeight, AddHeight, color: color); break; case 1: mf.mesh = GeometryHelpers.CreateBoxDifferentHeights(1, AddHeight, Height, Height, AddHeight, color: color); break; case 2: mf.mesh = GeometryHelpers.CreateBoxDifferentHeights(1, AddHeight, AddHeight, Height, Height, color: color); break; case 3: mf.mesh = GeometryHelpers.CreateBoxDifferentHeights(1, Height, AddHeight, AddHeight, Height, color: color); break; default: break; } break; case CollisionType.GBAVV_SlopeCorner_5: // Regular slope corner // TODO mf.mesh = GeometryHelpers.CreateSlopeCornerOutward(1, Height, Height + 0.1875f, GBAVV_Rotation ?? 0, color: color); break; case CollisionType.GBAVV_Corner_6: case CollisionType.GBAVV_Corner_12: case CollisionType.GBAVV_Corner_17: case CollisionType.GBAVV_Corner_19: case CollisionType.GBAVV_Corner_21: case CollisionType.GBAVV_Corner_22: case CollisionType.GBAVV_Corner_24: case CollisionType.GBAVV_Corner_25: case CollisionType.GBAVV_Corner_26: case CollisionType.GBAVV_Corner_28: case CollisionType.GBAVV_Corner_30: case CollisionType.GBAVV_Corner_32: case CollisionType.GBAVV_Corner_35: mf.mesh = GeometryHelpers.CreateDoubleSplitBox(1, Height, (GBAVV_AdditionalHeight ?? 0f) + Height, GBAVV_Rotation ?? 0, color: color); break; case CollisionType.GBAVV_Ramp_CornerInward_2: case CollisionType.GBAVV_Ramp_CornerInward_15: case CollisionType.GBAVV_Ramp_CornerInward_29: case CollisionType.GBAVV_Ramp_CornerInward_33: // Corner inward mf.mesh = GeometryHelpers.CreateRampCornerInward(1, Height, Height + 0.1875f, 5, GBAVV_Rotation ?? 0, color: color); break; case CollisionType.GBAVV_Ramp_CornerOutward_20: case CollisionType.GBAVV_Ramp_CornerOutward_31: case CollisionType.GBAVV_Ramp_CornerOutward_34: // Corner outward mf.mesh = GeometryHelpers.CreateRampCornerOutward(1, Height, Height + 0.1875f, 5, GBAVV_Rotation ?? 0, color: color); break; case CollisionType.GBAVV_Ramp_1: mf.mesh = GeometryHelpers.CreateRamp(1, Height, Height + 0.1875f, 5, GBAVV_Rotation ?? 0, color: color); break; case CollisionType.GBAVV_Fence_13: case CollisionType.GBAVV_Fence_16: case CollisionType.GBAVV_Fence_18: case CollisionType.GBAVV_Fence_23: mf.mesh = GeometryHelpers.CreateBoxDifferentHeights(1, Height, Height, Height, Height, color: color); var addType = AdditionalTypeFlags.FenceDownRight; switch ((GBAVV_Rotation ?? 0) % 4) { case 0: addType = AdditionalTypeFlags.FenceDownRight; break; case 1: addType = AdditionalTypeFlags.FenceDownLeft; break; case 2: addType = AdditionalTypeFlags.FenceUpLeft; break; case 3: addType = AdditionalTypeFlags.FenceUpRight; break; } AddFence(gao, addType, mat, color, Height, addMeshes, fenceHeight: (GBAVV_AdditionalHeight ?? 0)); break; default: switch (Shape) { case ShapeType.SlopeUpRight: mf.mesh = GeometryHelpers.CreateBoxDifferentHeights(1, Height + 1, Height + 1, Height, Height, color: color); break; case ShapeType.SlopeUpLeft: mf.mesh = GeometryHelpers.CreateBoxDifferentHeights(1, Height + 1, Height, Height, Height + 1, color: color); break; default: mf.mesh = GeometryHelpers.CreateBoxDifferentHeights(1, Height, Height, Height, Height, color: color); break; } break; } /*MeshRenderer mr = gao.AddComponent<MeshRenderer>(); * mr.sharedMaterial = mat;*/ if (AddType.HasFlag(AdditionalTypeFlags.FenceUpLeft_RHR)) { var neighborBlock = x > 0 ? collisionData[y * levelWidth + (x - 1)] : null; var maxHeight = Math.Max(Height, neighborBlock?.Height ?? 0); AddFence(gao, AdditionalTypeFlags.FenceUpLeft, mat, color, maxHeight, addMeshes); } if (AddType.HasFlag(AdditionalTypeFlags.FenceUpRight_RHR)) { var neighborBlock = y > 0 ? collisionData[(y - 1) * levelWidth + x] : null; var maxHeight = Math.Max(Height, neighborBlock?.Height ?? 0); AddFence(gao, AdditionalTypeFlags.FenceUpRight, mat, color, maxHeight, addMeshes); } if (AddType.HasFlag(AdditionalTypeFlags.FenceUpLeft)) { AddFence(gao, AdditionalTypeFlags.FenceUpLeft, mat, color, Height, addMeshes); } if (AddType.HasFlag(AdditionalTypeFlags.FenceUpRight)) { AddFence(gao, AdditionalTypeFlags.FenceUpRight, mat, color, Height, addMeshes); } if (AddType.HasFlag(AdditionalTypeFlags.FenceDownRight)) { AddFence(gao, AdditionalTypeFlags.FenceDownRight, mat, color, Height, addMeshes); } if (AddType.HasFlag(AdditionalTypeFlags.FenceDownLeft)) { AddFence(gao, AdditionalTypeFlags.FenceDownLeft, mat, color, Height, addMeshes); } if (AddType.HasFlag(AdditionalTypeFlags.ClimbUpLeft)) { var neighborBlock = x + 1 < levelWidth ? collisionData[y * levelWidth + (x + 1)] : null; var baseHeight = neighborBlock?.Height ?? 0; AddClimb(gao, AdditionalTypeFlags.ClimbUpLeft, mat, color, Height, baseHeight, addMeshes); } if (AddType.HasFlag(AdditionalTypeFlags.ClimbUpRight)) { var neighborBlock = y + 1 < levelHeight ? collisionData[(y + 1) * levelWidth + x] : null; var baseHeight = neighborBlock?.Height ?? 0; AddClimb(gao, AdditionalTypeFlags.ClimbUpRight, mat, color, Height, baseHeight, addMeshes); } return(mf); }