public void PrepareEnterDungeons() { if (GameSettings.Singleton.m_isSingle) { //test //Debug.Log("begin random map"); RandomMapGenerator rmg = new RandomMapGenerator(); rmg.setup(1, 1, 4f, 9f, 8f, 5f, 5); //FileStream aFiler = File.OpenRead("testData.txt"); //StreamReader sr = new StreamReader("E:\\testData.txt", Encoding.Default); string result = ""; // String line; //while ((line = sr.ReadLine()) != null) //{ // result += line; //} Debug.Log("finish random map"); result = rmg.generate(); Debug.Log(result); SM.RandomRoomLevel.Singleton.ParseDataBuildTree(result); SM.RandomRoomLevel.Singleton.NotifyChanged((int)SM.RandomRoomLevel.ENPropertyChanged.enEnterDungeon, null); } else { // 进入LOADING Loading.Singleton.SetLoadingTips((int)LOADINGTIPSENUM.enEnterCopy); // 发送当前选择的 战友 int msgID = MiniServer.Singleton.SendSelectBattleHelper(StageMenu.Singleton.m_curHelperGuid); UIStageMenu.GetInstance().RegisterRespondFuncByMessageID(msgID, OnSelectHelperCallback); } }
// Use this for initialization void Start() { _rmg = GetComponent <RandomMapGenerator>(); Activate(); //// 最初のマスを強制アクティブ化 _rmg._maps[0, 0].gameObject.SetActive(true); _rmg._maps[0, 0].UpdateActived(true); }
// Use this for initialization void Start() { //マップ情報取得 _mapGen = GetComponent <RandomMapGenerator> (); //プレイヤーの座標を設定 SetPlayerPosition(); //全てのオブジェクトの生成 CreateAllObject(); }
// Start is called before the first frame update void Start() { if (instance == null) { instance = this; } else { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
void Awake() { Stopwatch stopwatch = new Stopwatch(); stopwatch.Start(); var time1 = stopwatch.ElapsedMilliseconds; print("time1 " + time1); var chunksCountX = (int)Mathf.Ceil((float)xResolution / MaxResolutionOfSingleChunk); int chunkSizeX = xResolution / chunksCountX; var chunksCountZ = (int)Mathf.Ceil((float)zResolution / MaxResolutionOfSingleChunk); int chunkSizeZ = zResolution / chunksCountZ; var chunks = new MapChunk[chunksCountX, chunksCountZ]; var MapChunksAccessor = new MapChunksAccessor(); var mapChanger = new MapChanger( xResolution, zResolution, MapChunksAccessor); for (int i = 0; i < chunksCountX; i++) { for (int j = 0; j < chunksCountZ; j++) { chunks[i, j] = CreateTerrainChunk(i, j, mapChanger, MapChunksAccessor, new Vector2(i * chunkSizeX * meshScale, j * chunkSizeZ * meshScale), chunkSizeX, chunkSizeZ); } } MapChunksAccessor.Recalculate(mapChanger); var randomMapGenerator = new RandomMapGenerator(mapChanger); randomMapGenerator.GenerateFor(); foreach (var mapChunk in chunks) { mapChunk.CommitChanges(); } var time2 = stopwatch.ElapsedMilliseconds; print("time2 " + time2); }