コード例 #1
0
ファイル: BoardBuilder.cs プロジェクト: bnelligan/HexGridCCG
    public List <HexTile> BuildHexagonalBoard()
    {
        // Ensure there is a HexTile
        if (!objTile)
        {
            Debug.Log("Unable to create board. No HexTile prefab selected.");
            return(null);
        }
        // Board Array
        List <HexTile> gameBoard = new List <HexTile>();

        // Movement Vectors
        Vector3 DownRight = new Vector3(dx, 0f, -dz);
        Vector3 DownDown  = new Vector3(0f, 0f, -2 * dz);
        Vector3 DownLeft  = new Vector3(-dx, 0f, -dz);
        Vector3 UpLeft    = new Vector3(-dx, 0f, +dz);
        Vector3 UpUp      = new Vector3(0f, 0f, 2 * dz);
        Vector3 UpRight   = new Vector3(dx, 0f, dz);


        // Set inital spawn location to HexTile.
        Vector3 SpawnLocation = Vector3.zero;
        Cubic   SpawnCoord    = new Cubic(0, 0, 0);
        int     TileID        = 0;

        // Spawn initial HexTile in board center
        HexTile centerTile = SpawnTile(SpawnLocation, SpawnCoord, TileID);

        gameBoard.Add(centerTile);


        // Loop through each layer of HexTiles
        for (int r = 1; r <= hexRadius; r++)
        {
            // Top HexTile as start position
            SpawnLocation += UpUp;
            SpawnCoord.Cube_Add(Cubic.N);

            // Top Right
            for (int i = 1; i <= r; i++)
            {
                SpawnLocation += DownRight;
                SpawnCoord.Cube_Add(Cubic.SE);
                HexTile tempTile = SpawnTile(SpawnLocation, SpawnCoord, ++TileID);
                gameBoard.Add(tempTile);
            }
            // Right
            for (int i = 1; i <= r; i++)
            {
                SpawnLocation += DownDown;
                SpawnCoord.Cube_Add(Cubic.S);
                HexTile tempTile = SpawnTile(SpawnLocation, SpawnCoord, ++TileID);
                gameBoard.Add(tempTile);
            }
            // Bottom Right
            for (int i = 1; i <= r; i++)
            {
                SpawnLocation += DownLeft;
                SpawnCoord.Cube_Add(Cubic.SW);
                HexTile tempTile = SpawnTile(SpawnLocation, SpawnCoord, ++TileID);
                gameBoard.Add(tempTile);
            }
            // Bottom Left
            for (int i = 1; i <= r; i++)
            {
                SpawnLocation += UpLeft;
                SpawnCoord.Cube_Add(Cubic.NW);
                HexTile tempTile = SpawnTile(SpawnLocation, SpawnCoord, ++TileID);
                gameBoard.Add(tempTile);
            }

            // Left
            for (int i = 1; i <= r; i++)
            {
                SpawnLocation += UpUp;
                SpawnCoord.Cube_Add(Cubic.N);
                HexTile tempTile = SpawnTile(SpawnLocation, SpawnCoord, ++TileID);
                gameBoard.Add(tempTile);
            }
            // Top Right
            for (int i = 1; i <= r; i++)
            {
                SpawnLocation += UpRight;
                SpawnCoord.Cube_Add(Cubic.NE);
                HexTile tempTile = SpawnTile(SpawnLocation, SpawnCoord, ++TileID);
                gameBoard.Add(tempTile);
            }
        }

        return(gameBoard);
    }