コード例 #1
0
 public void SetFeature(int index, GameObject feature)
 {
     feature.transform.localPosition = this.transform.position + HexMetrics.FirstCorner((HexDirection)index) * HexMetrics.coreMultiplier * (0.4f + Random.value * 0.2f);
     feature.transform.rotation      = Quaternion.Euler(0f, Random.value * 360f, 0f);
     if (features[index] != null)
     {
         Object.Destroy(features[index]);
     }
     features[index] = feature;
 }
コード例 #2
0
    void Triangulate(HexCell cell)
    {
        Vector3 center = cell.transform.localPosition;

        center.y = 0f;
        Vector3 height    = new Vector3(0f, cell.height, 0f);
        float   average   = cell.height;
        int     cellCount = 1;

        for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++)
        {
            if (cell.GetNeighbor(d) != null)
            {
                cellCount++;
                average += cell.GetNeighbor(d).height;
            }
        }
        average /= cellCount;

        for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++)
        {
            // Heights
            Vector3 baseHeight            = new Vector3(0f, 0f, 0f);
            Vector3 prevMidHeight         = baseHeight;
            Vector3 firstMidHeight        = baseHeight;
            Vector3 nextMidHeight         = baseHeight;
            Vector3 secondMidHeight       = baseHeight;
            Vector3 midHeight             = baseHeight;
            Vector3 firstOuterHeight      = baseHeight;
            Vector3 secondOuterHeight     = baseHeight;
            Vector3 firstConnectorHeight  = baseHeight;
            Vector3 secondConnectorHeight = baseHeight;
            Vector3 innerMidHeight        = baseHeight;
            float   dHeight          = cell.GetNeighbor(d) == null ? 0f : cell.GetNeighbor(d).height;
            float   dCCWHeight       = cell.GetNeighbor(d.CounterClockwise(1)) == null ? 0f : cell.GetNeighbor(d.CounterClockwise(1)).height;
            float   dCWHeight        = cell.GetNeighbor(d.Clockwise(1)) == null ? 0f : cell.GetNeighbor(d.Clockwise(1)).height;
            float   bridgeProportion = cell.bridgeProportion;
            if (cell.GetNeighbor(d) != null)
            {
                midHeight.y       = (cell.height + dHeight) / 2f;
                innerMidHeight    = (height + midHeight) / 2f;
                bridgeProportion += cell.GetNeighbor(d).bridgeProportion;
                bridgeProportion /= 2f;
            }
            if (cell.GetNeighbor(d) != null && cell.GetNeighbor(d.CounterClockwise(1)) != null)
            {
                prevMidHeight.y      = cell.height + dCCWHeight;
                prevMidHeight.y     /= 2f;
                firstMidHeight.y     = cell.height + dHeight + dCCWHeight;
                firstMidHeight.y    /= 3f;
                firstOuterHeight     = (height + midHeight + prevMidHeight) / 3f;
                firstConnectorHeight = (firstMidHeight + midHeight) / 2f;
            }
            if (cell.GetNeighbor(d) != null && cell.GetNeighbor(d.Clockwise(1)) != null)
            {
                nextMidHeight.y       = cell.height + dCWHeight;
                nextMidHeight.y      /= 2f;
                secondMidHeight.y     = cell.height + dHeight + dCWHeight;
                secondMidHeight.y    /= 3f;
                secondOuterHeight     = (height + midHeight + nextMidHeight) / 3f;
                secondConnectorHeight = (secondMidHeight + midHeight) / 2f;
            }

            // Vertices
            Vector3 coreCorner1      = center + HexMetrics.FirstCorner(d) * HexMetrics.coreMultiplier + height;
            Vector3 coreCorner2      = center + HexMetrics.SecondCorner(d) * HexMetrics.coreMultiplier + height;
            Vector3 outerCorner1     = center + HexMetrics.FirstCorner(d) + firstOuterHeight;
            Vector3 outerCorner2     = center + HexMetrics.SecondCorner(d) + secondOuterHeight;
            Vector3 borderCorner1    = center + (HexMetrics.FirstCorner(d) * HexMetrics.borderMultiplier) + firstMidHeight;
            Vector3 borderCorner2    = center + (HexMetrics.SecondCorner(d) * HexMetrics.borderMultiplier) + secondMidHeight;
            Vector3 bridgeConnector1 = center + (HexMetrics.FirstCorner(d) + HexMetrics.BorderMiddle(d)) + firstConnectorHeight;
            Vector3 bridgeConnector2 = center + (HexMetrics.SecondCorner(d) + HexMetrics.BorderMiddle(d)) + secondConnectorHeight;
            Vector3 bridgeInner1     = center + (HexMetrics.FirstCorner(d) * cell.bridgeProportion + HexMetrics.SecondCorner(d) * (1 - cell.bridgeProportion)) + innerMidHeight;
            Vector3 bridgeInner2     = center + (HexMetrics.SecondCorner(d) * cell.bridgeProportion + HexMetrics.FirstCorner(d) * (1 - cell.bridgeProportion)) + innerMidHeight;
            Vector3 bridgeOuter1     = center + (HexMetrics.FirstCorner(d) * bridgeProportion + HexMetrics.SecondCorner(d) * (1 - bridgeProportion)) + HexMetrics.BorderMiddle(d) + midHeight;
            Vector3 bridgeOuter2     = center + (HexMetrics.SecondCorner(d) * bridgeProportion + HexMetrics.FirstCorner(d) * (1 - bridgeProportion)) + HexMetrics.BorderMiddle(d) + midHeight;
            //bridgeInner1.y = bridgeInner2.y = (cell.height + midHeight.y) / 2f;
            //bridgeOuter1.y = bridgeOuter2.y = midHeight.y;

            // Core Hex
            AddTriangle(
                center + height,
                coreCorner1,
                coreCorner2
                );

            // Outer Hex
            AddTriangle(
                coreCorner1,
                outerCorner1,
                bridgeInner1
                );
            AddTriangle(
                coreCorner1,
                bridgeInner1,
                bridgeInner2
                );
            AddTriangle(
                coreCorner1,
                bridgeInner2,
                coreCorner2
                );
            AddTriangle(
                coreCorner2,
                bridgeInner2,
                outerCorner2
                );

            // Border
            AddTriangle(
                outerCorner1,
                borderCorner1,
                bridgeConnector1
                );
            AddTriangle(
                outerCorner1,
                bridgeConnector1,
                bridgeInner1
                );
            AddTriangle(
                bridgeInner1,
                bridgeConnector1,
                bridgeOuter1
                );
            AddTriangle(
                bridgeInner1,
                bridgeOuter1,
                bridgeOuter2
                );
            AddTriangle(
                bridgeInner2,
                bridgeInner1,
                bridgeOuter2
                );
            AddTriangle(
                bridgeInner2,
                bridgeOuter2,
                bridgeConnector2
                );
            AddTriangle(
                bridgeInner2,
                bridgeConnector2,
                outerCorner2
                );
            AddTriangle(
                outerCorner2,
                bridgeConnector2,
                borderCorner2
                );
        }
    }