コード例 #1
0
ファイル: previewHandler.cs プロジェクト: isaac109/PowerPlant
    void Update()
    {
        tile = tileUI.tile;
        switch (tile.biome)
        {
            case hexTile2.biomes.MOUNTAIN:
                this.gameObject.transform.Find("Biome").GetComponent<Image>().sprite= biomes[0];
                break;
            case hexTile2.biomes.DESERT:
                this.gameObject.transform.Find("Biome").GetComponent<Image>().sprite = biomes[1];
                break;
            case hexTile2.biomes.PLAINS:
                this.gameObject.transform.Find("Biome").GetComponent<Image>().sprite = biomes[2];
                break;
            case hexTile2.biomes.VALLEY:
                this.gameObject.transform.Find("Biome").GetComponent<Image>().sprite = biomes[3];
                break;
            case hexTile2.biomes.HILLS:
                this.gameObject.transform.Find("Biome").GetComponent<Image>().sprite = biomes[4];
                break;
            case hexTile2.biomes.MARSHES:
                this.gameObject.transform.Find("Biome").GetComponent<Image>().sprite = biomes[5];
                break;
            case hexTile2.biomes.FOREST:
                this.gameObject.transform.Find("Biome").GetComponent<Image>().sprite = biomes[6];
                break;
            case hexTile2.biomes.TUNDRA:
                this.gameObject.transform.Find("Biome").GetComponent<Image>().sprite = biomes[7];
                break;
            case hexTile2.biomes.OCEAN:
                this.gameObject.transform.Find("Biome").GetComponent<Image>().sprite = biomes[8];
                break;

        }
    }
コード例 #2
0
    void Update()
    {
        tile = tileUI.tile;
        switch (tile.biome)
        {
        case hexTile2.biomes.MOUNTAIN:
            this.gameObject.transform.Find("Biome").GetComponent <Image>().sprite = biomes[0];
            break;

        case hexTile2.biomes.DESERT:
            this.gameObject.transform.Find("Biome").GetComponent <Image>().sprite = biomes[1];
            break;

        case hexTile2.biomes.PLAINS:
            this.gameObject.transform.Find("Biome").GetComponent <Image>().sprite = biomes[2];
            break;

        case hexTile2.biomes.VALLEY:
            this.gameObject.transform.Find("Biome").GetComponent <Image>().sprite = biomes[3];
            break;

        case hexTile2.biomes.HILLS:
            this.gameObject.transform.Find("Biome").GetComponent <Image>().sprite = biomes[4];
            break;

        case hexTile2.biomes.MARSHES:
            this.gameObject.transform.Find("Biome").GetComponent <Image>().sprite = biomes[5];
            break;

        case hexTile2.biomes.FOREST:
            this.gameObject.transform.Find("Biome").GetComponent <Image>().sprite = biomes[6];
            break;

        case hexTile2.biomes.TUNDRA:
            this.gameObject.transform.Find("Biome").GetComponent <Image>().sprite = biomes[7];
            break;

        case hexTile2.biomes.OCEAN:
            this.gameObject.transform.Find("Biome").GetComponent <Image>().sprite = biomes[8];
            break;
        }
    }
コード例 #3
0
ファイル: gridManager.cs プロジェクト: isaac109/PowerPlant
 bool onOtherContinent(GameObject obj, hexTile2 origional)
 {
     for (int i = 0; i < landMasses.Count; i++)
     {
         if (landMasses[i].lands.Contains(origional))
         {
             continue;
         }
         else
         {
             for (int j = 0; j < obj.GetComponent<hexTile2>().counter; j++)
             {
                 if (landMasses[i].lands.Contains(obj.GetComponent<hexTile2>().neighbors[j].GetComponent<hexTile2>()))
                 {
                     return true;
                 }
             }
         }
     }
     return false;
 }
コード例 #4
0
ファイル: gridManager.cs プロジェクト: isaac109/PowerPlant
    void genBiome(GameObject start, hexTile2.biomes biome)
    {
        hexTile2 temp = start.GetComponent<hexTile2>();
        if (isRealistic)
        {
            if (!checkBiomeLocation(temp, biome))
            {
                return;
            }
            if (biome == hexTile2.biomes.DESERT || biome == hexTile2.biomes.TUNDRA || biome == hexTile2.biomes.FOREST)
            {
                acceptableX.Remove(temp.widthInArray);
            }
        }
        temp.setTerrain(biome);
        biomeNums[(int)biome - 1]++;
        temp.isChecked = true;
        biomeSizeHolder.Add(temp);
        List<GameObject> acceptableNeighbors = new List<GameObject>();
        for(int i = 0; i < temp.counter; i++)
        {
            if(!temp.neighbors[i].GetComponent<hexTile2>().isChecked && !temp.neighbors[i].GetComponent<hexTile2>().isOcean)
            {
                acceptableNeighbors.Add(temp.neighbors[i]);
            }
        }
        int numTurning = UnityEngine.Random.Range(0, acceptableNeighbors.Count);
        if (numTurning != 0)
        {
            for (int i = 0; i < numTurning; i++)
            {
                int neighbor = UnityEngine.Random.Range(0, acceptableNeighbors.Count - 1);

                if (biomeNums[(int)biome-1] == tileBiomeNum || biomeSizeHolder.Count >= 10)
                {
                    return;
                }
                genBiome(acceptableNeighbors[neighbor], biome);
            }
        }
    }
コード例 #5
0
ファイル: gridManager.cs プロジェクト: isaac109/PowerPlant
 bool checkBiomeLocation(hexTile2 tile, hexTile2.biomes biome)
 {
     int heightChunk = _height / 5;
     int heightInArray = tile.heightInArray;
     switch (biome)
     {
         case hexTile2.biomes.TUNDRA:
             if (heightInArray >= (_height - heightChunk - biomeBleedHeight) || heightInArray <= heightChunk + biomeBleedHeight)
             {
                 return true;
             }
             break;
         case hexTile2.biomes.FOREST:
             if ((heightInArray <= (_height - heightChunk + biomeBleedHeight) && heightInArray >= (_height - heightChunk * 2) - biomeBleedHeight) ||
                 (heightInArray >= heightChunk - biomeBleedHeight && heightInArray <= heightChunk * 2 + biomeBleedHeight))
             {
                 return true;
             }
             break;
         case hexTile2.biomes.DESERT:
             if(heightInArray <= (_height - heightChunk*2 + biomeBleedHeight) && heightInArray >= (heightChunk*2) - biomeBleedHeight)
             {
                 return true;
             }
             break;
         default:
             return true;
     }
     return false;
 }
コード例 #6
0
ファイル: gridManager.cs プロジェクト: isaac109/PowerPlant
 void addToContinent(GameObject obj, hexTile2 origional)
 {
     for (int i = 0; i < landMasses.Count; i++)
     {
         if(landMasses[i].lands.Contains(origional))
         {
             landMasses[i].lands.Add(obj.GetComponent<hexTile2>());
             break;
         }
     }
 }