コード例 #1
0
        public EditorTileData GenerateData()
        {
            EditorTileData data = new EditorTileData();

            data.mapXPos   = transform.localPosition.x;
            data.mapYPos   = transform.localPosition.y;
            data.assetCode = assetCode;
            data.angle     = transform.localEulerAngles.z;
            return(data);
        }
コード例 #2
0
        public EditorMapData(Dictionary <string, object> rawData)
        {
            mapName = JsonUtility.GetString(rawData, TAG_NAME);
            width   = JsonUtility.GetInt(rawData, TAG_WIDTH);
            height  = JsonUtility.GetInt(rawData, TAG_HEIGHT);
            //Load tiles from given dictionary
            listTile = new List <EditorTileData>();
            if (rawData.ContainsKey(TAG_TILES))
            {
                var tiles = rawData[TAG_TILES] as List <object>;
                for (int i = 0; i < tiles.Count; i++)
                {
                    var            rawTile  = tiles[i] as Dictionary <string, object>;
                    EditorTileData tileData = new EditorTileData(rawTile);
                    listTile.Add(tileData);
                }
            }
            //Load map features from given dictionary
            listFeature = new List <EditorMapFeatureData>();
            if (rawData.ContainsKey(TAG_FEATURE))
            {
                var features = rawData[TAG_FEATURE] as List <object>;
                for (int i = 0; i < features.Count; i++)
                {
                    var rawFeature = features[i] as Dictionary <string, object>;
                    EditorMapFeatureData featureData = new EditorMapFeatureData(rawFeature);
                    listFeature.Add(featureData);
                }
            }

            //Load saved spawner data
            listSpawner = new List <EditorSpawnerData>();
            if (rawData.ContainsKey(TAG_SPAWNER))
            {
                var spawners = rawData[TAG_SPAWNER] as List <object>;
                for (int i = 0; i < spawners.Count; i++)
                {
                    var rawSpanwer = spawners[i] as Dictionary <string, object>;
                    EditorSpawnerData spawnerData = new EditorSpawnerData(rawSpanwer);
                    listSpawner.Add(spawnerData);
                }
            }
        }
コード例 #3
0
        public void GenerateTile(List <EditorTileData> listTile)
        {
            for (int i = 0; i < listTile.Count; i++)
            {
                EditorTileData referenceData = listTile[i];
                Object         prefab        = AssetManager.Instance.GetPrefabByKeyword(referenceData.assetCode);
                GameObject     go            = Instantiate(prefab) as GameObject;
                go.transform.SetParent(gridParent);
                go.transform.localScale       = Vector3.one;
                go.transform.localPosition    = new Vector3(referenceData.mapXPos, referenceData.mapYPos, 0);
                go.transform.localEulerAngles = new Vector3(0, 0, referenceData.angle);

                bool isEditable = true;
                //Make so the border and corner can not be edited
                if (referenceData.assetCode.Equals(MapEditorUtility.DEFAULT_TILE_BORDER) ||
                    referenceData.assetCode.Equals(MapEditorUtility.DEFAULT_TILE_CORNER))
                {
                    isEditable = false;
                }

                //If this is not the corner or border asset attach script so the gameobject can be edited
                go.AddComponent <MapEditorTileController>().Init(referenceData.assetCode, isEditable);
            }
        }
コード例 #4
0
ファイル: MapEditorUtility.cs プロジェクト: dr-iskandar/floo
        public static EditorMapData CreateDefaultMap(MapEditorSaveData data)
        {
            EditorMapData basicMap = new EditorMapData();

            basicMap.mapName = data.mapName;
            basicMap.width   = data.width;
            basicMap.height  = data.height;
            //Create the default width x height tile with 0 angle
            //Also create it with the default asset for empty tile
            for (int x = 0; x < data.width; x++)
            {
                for (int y = 0; y < data.height; y++)
                {
                    EditorTileData tileData = new EditorTileData();
                    tileData.angle     = 0;
                    tileData.assetCode = DEFAULT_TILE;                                  //HARDCODED This is empty tile
                    tileData.mapXPos   = x + TILE_RADIUS;
                    tileData.mapYPos   = y + TILE_RADIUS;
                    basicMap.listTile.Add(tileData);
                }
            }
            //Create the border for maps
            //Create TOP Border
            for (int x = 0; x < data.width; x++)
            {
                EditorTileData tileData = new EditorTileData();
                tileData.angle     = 0;
                tileData.assetCode = DEFAULT_TILE_BORDER;
                tileData.mapXPos   = x + TILE_RADIUS;
                tileData.mapYPos   = data.height + TILE_RADIUS;
                basicMap.listTile.Add(tileData);
            }

            //Create Bottom Border
            for (int x = 0; x < data.width; x++)
            {
                EditorTileData tileData = new EditorTileData();
                tileData.angle     = 180;
                tileData.assetCode = DEFAULT_TILE_BORDER;
                tileData.mapXPos   = x + TILE_RADIUS;
                tileData.mapYPos   = -TILE_RADIUS;
                basicMap.listTile.Add(tileData);
            }

            //Create Left Border
            for (int y = 0; y < data.height; y++)
            {
                EditorTileData tileData = new EditorTileData();
                tileData.angle     = 90;
                tileData.assetCode = DEFAULT_TILE_BORDER;
                tileData.mapXPos   = -TILE_RADIUS;
                tileData.mapYPos   = y + TILE_RADIUS;
                basicMap.listTile.Add(tileData);
            }

            //Create Right Border
            for (int y = 0; y < data.height; y++)
            {
                EditorTileData tileData = new EditorTileData();
                tileData.angle     = 270;
                tileData.assetCode = DEFAULT_TILE_BORDER;
                tileData.mapXPos   = data.width + TILE_RADIUS;
                tileData.mapYPos   = y + TILE_RADIUS;
                basicMap.listTile.Add(tileData);
            }

            //Create corner border for the map
            for (int x = 0; x < 2; x++)
            {
                for (int y = 0; y < 2; y++)
                {
                    EditorTileData tileData = new EditorTileData();
                    tileData.assetCode = DEFAULT_TILE_CORNER;
                    if (x == 0 && y == 0)                               //LEFT BOTTOM CORNER
                    {
                        tileData.angle   = 90;
                        tileData.mapXPos = -TILE_RADIUS;
                        tileData.mapYPos = -TILE_RADIUS;
                    }
                    else if (x == 0 && y == 1)                          //LEFT TOP CORNER
                    {
                        tileData.angle   = 0;
                        tileData.mapXPos = -TILE_RADIUS;
                        tileData.mapYPos = data.height + TILE_RADIUS;
                    }
                    else if (x == 1 && y == 0)                          //RIGHT BOTTOM CORNER
                    {
                        tileData.angle   = 180;
                        tileData.mapXPos = data.width + TILE_RADIUS;
                        tileData.mapYPos = -TILE_RADIUS;
                    }
                    else
                    {
                        tileData.angle   = 270;                         //RIGHT TOP CORNER
                        tileData.mapXPos = data.width + TILE_RADIUS;
                        tileData.mapYPos = data.height + TILE_RADIUS;
                    }

                    basicMap.listTile.Add(tileData);
                }
            }

            //Basic map doesn't have map feature nor spawners
            return(basicMap);
        }
コード例 #5
0
ファイル: TileGenerator.cs プロジェクト: dr-iskandar/floo
    IEnumerator GenerateMapTilesAndFeature()
    {
        if (!isTileLoaded)
        {
            //TODO Load map given by data here
            string    mapName   = "simple_map";
            TextAsset textAsset = Resources.Load("Text/" + mapName) as TextAsset;
            string    jsonText  = textAsset.text;
            var       jsonData  = ProjectMiniJSON.Json.Deserialize(jsonText) as Dictionary <string, object>;

            FlooMapEditor.EditorMapData mapData = new FlooMapEditor.EditorMapData(jsonData);

            UIGameController.Instance.ShowNotificationMessage(LanguageManager.Instance.GetMessage("LOA0009"));
            yield return(new WaitForSeconds(0.1f));

            //Load all tiles here
            for (int i = 0; i < mapData.listTile.Count; i++)
            {
                FlooMapEditor.EditorTileData tileData = mapData.listTile[i];
                Object     prefab = AssetManager.Instance.GetPrefabByKeyword(tileData.assetCode);
                GameObject go     = Instantiate(prefab) as GameObject;
                go.transform.SetParent(parentTile);
                go.transform.localPosition    = new Vector3(tileData.mapXPos, tileData.mapYPos, 0);
                go.transform.localEulerAngles = new Vector3(0, 0, tileData.angle);
                go.transform.localScale       = Vector3.one;
            }

            UIGameController.Instance.ShowNotificationMessage(LanguageManager.Instance.GetMessage("LOA0010"));
            yield return(new WaitForSeconds(0.1f));

            //Load all map features here
            for (int i = 0; i < mapData.listFeature.Count; i++)
            {
                FlooMapEditor.EditorMapFeatureData mapFeature = mapData.listFeature[i];
                GameObject go = MapFeatureObjectPooling.Instance.GetGameObject(mapFeature.assetCode);

                if (mapFeature.mapFeatureType == (int)FlooMapEditor.MapFeatureTypeEditor.HidingPlace)
                {
                    LayerController.Instance.SetSeaweedLayer(go);
                }
                else
                {
                    LayerController.Instance.SetObstacleLayer(go);
                }

                go.transform.localPosition    = new Vector3(mapFeature.mapXPos, mapFeature.mapYPos, 0);
                go.transform.localEulerAngles = new Vector3(0, 0, mapFeature.angle);
                go.transform.localScale       = new Vector3(mapFeature.radius * 2, mapFeature.radius * 2, 1.0f);

                HidingPlaceClusterManager hidingCluster = go.GetComponent <HidingPlaceClusterManager>();
                if (hidingCluster != null)
                {
                    //Stabilize the hiding cluster
                    hidingCluster.StabilizeHidingPlaces();
                    hidingCluster.Init(true);
                }
            }

            UIGameController.Instance.ShowNotificationMessage(LanguageManager.Instance.GetMessage("LOA0011"));
            yield return(new WaitForSeconds(0.1f));

            //Place water ripple here
            for (float x = -1.0f; x < mapData.width + 1.0f; x += rippleSize)
            {
                for (float y = -1.0f; y < mapData.height + 1.0f; y += rippleSize)
                {
                    GameObject rippleObj = Instantiate(waterRipplePrefab) as GameObject;
                    rippleObj.transform.SetParent(parentWaterRipple);
                    rippleObj.transform.localPosition = new Vector3(x, y, 0);
                    rippleObj.transform.localScale    = new Vector3(rippleSize, rippleSize, 1.0f);
                }
            }


            OcculsionManager.Instance.DisableAllMapFeature();
            isTileLoaded = true;
        }
        DisplayGameController.Instance.StartObjectPooling();

        yield return(true);
    }