コード例 #1
0
    private void InitializeCell(Hexagon prefab, Vector3 position, HexagonData data, int index = -1)
    {
        Hexagon cell = Instantiate(prefab);

        if (index >= 0)
        {
            cells[index] = cell;
        }
        else
        {
            cells.Add(cell);
        }

        cell.transform.SetParent(transform, false);
        cell.transform.localPosition = position;
        cell.HexagonData             = data;

        //Need to recalculate entire grid, if inserting a new cell in the middle.

        if (index >= 0)
        {
            cells.ForEach(CalculateNeighbours);
        }
        else
        {
            CalculateNeighbours(cell);
        }
    }
コード例 #2
0
ファイル: Map.cs プロジェクト: mnholbart/BattleScape
    public List <Vector2> EnemySpawns  = new List <Vector2>();          //Spawn point hexagons for enemy team


#if UNITY_EDITOR
    /// <summary>
    /// Setup the hexagons of this map using the HexagonData class
    /// </summary>
    public void SetHexagons(Hexagon[] newHexagons)
    {
        map = new HexagonData[GridWidth * GridHeight];
        for (int x = 0; x < GridWidth; x++)
        {
            for (int y = 0; y < GridHeight; y++)
            {
//				HexagonData h = new HexagonData(newHexagons[y * GridWidth + x]);
                HexagonData h = ScriptableObject.CreateInstance <HexagonData>();
                h.CreateHexagonData(newHexagons[y * GridWidth + x]);
                map[y * GridWidth + x] = h;
                if (h.CurrentSpawnType == Hexagon.SpawnType.Player)
                {
                    PlayerSpawns.Add(new Vector2(newHexagons[y * GridWidth + x].HexRow, newHexagons[y * GridWidth + x].HexColumn));
                }
                else if (h.CurrentSpawnType == Hexagon.SpawnType.Enemy)
                {
                    EnemySpawns.Add(new Vector2(newHexagons[y * GridWidth + x].HexRow, newHexagons[y * GridWidth + x].HexColumn));
                }
                EditorUtility.SetDirty(this);
            }
        }
        if (PlayerSpawns.Count < 4)
        {
            Debug.LogWarning("Less than 4 Player Spawns on map, add more");
        }
        if (EnemySpawns.Count < 4)
        {
            Debug.LogWarning("Less than 4 Enemy Spawn on map, add more");
        }
    }
コード例 #3
0
ファイル: Hexagon.cs プロジェクト: mnholbart/BattleScape
 /// <summary>
 /// Constructor given HexagonData
 /// </summary>
 public Hexagon(HexagonData h)
 {
     HexRow              = h.HexRow;
     HexHeight           = h.HexHeight;
     CurrentHexType      = h.CurrentHexType;
     CurrentSpawnType    = h.CurrentSpawnType;
     CurrentBrushTexture = h.CurrentBrushTexture;
     typeMaterials       = h.typeMaterials;
     HexHeight           = h.HexHeight;
 }
コード例 #4
0
ファイル: Hexagon.cs プロジェクト: mnholbart/BattleScape
 /// <summary>
 /// Setup a hexagon using hexagon data manually
 /// </summary>
 public void SetupHexagon(HexagonData h)
 {
     HexRow              = h.HexRow;
     HexHeight           = h.HexHeight;
     CurrentHexType      = h.CurrentHexType;
     CurrentSpawnType    = h.CurrentSpawnType;
     CurrentBrushTexture = h.CurrentBrushTexture;
     typeMaterials       = h.typeMaterials;
     HexHeight           = h.HexHeight;
     SetToType();          //TODO: needs to set to texture whenever that happens
 }
コード例 #5
0
    private void CreateCell(int x, int z, Hexagon.TileType type = Hexagon.TileType.Grass)
    {
        Vector3 position;

        position.x = (x + z * 0.5f - z / 2) * (GridSettings.INNER_RADIUS * 2f);
        position.y = 0f;
        position.z = z * (GridSettings.OUTER_RADIUS * 1.5f);
        HexagonData hexagonData = new HexagonData(HexCoordinates.FromOffsetCoordinates(x, z), type, x, z);

        InitializeCell(GetPrefabFromType(type), position, hexagonData);
    }
コード例 #6
0
    public void ChangeCellType(Vector3 position, Hexagon.TileType type)
    {
        position = transform.InverseTransformPoint(position);
        HexCoordinates coordinates = HexCoordinates.FromPosition(position);
        int            index       = Hexagon.Index(coordinates, width);
        Hexagon        cell        = cells[index];

        if (cell.HexagonData.Type == type)
        {
            return;
        }

        HexagonData data = new HexagonData(cell.HexagonData.Coordinates, type, cell.HexagonData.XIndex, cell.HexagonData.ZIndex);

        InitializeCell(GetPrefabFromType(type), cell.transform.localPosition, data, index);
        Destroy(cell.gameObject);
    }
コード例 #7
0
ファイル: Hexagon.cs プロジェクト: gregtsang/GeometryBattles
 void OnEnable()
 {
     stats = this.gameObject.GetComponent <HexagonData>();
 }