コード例 #1
0
    private void OnDrawGizmosSelected()
    {
        if (currentLevel?.grid == null || !Application.isPlaying)
        {
            return;
        }

        Grid grid = currentLevel.grid;

        for (int y = 0; y < grid.size; y++)
        {
            for (int x = 0; x < grid.size; x++)
            {
                float value = grid.nodes[x, y].preferDriveAroundPenalty / (float)Node.maxMovePenalty;
                if (value < 0)
                {
                    value = 1f;
                }

                value = 1f - value;
                float red = grid.nodes[x, y].type == NodeType.Impassable ? 1f : value;
                Gizmos.color = new Color(red, value, value, 0.8f);

                Gizmos.DrawCube(grid.GridToWorld(x, y), Vector3.one * (0.9f / Grid.resolution));
            }
        }
    }
コード例 #2
0
ファイル: GridManager.cs プロジェクト: jonanh/GGJ18
    void Start()
    {
        grid = new PathFinding.Grid(yItems, xItems);

        for (int j = 0; j < yItems; j++)
        {
            for (int i = 0; i < xItems; i++)
            {
                var point = new Point(i, j);
                var tile  = grid[point];
                var item  = Instantiate(prefabItem, transform);
                item.Init(this, tile);
                items[point] = item;
            }
        }

        prefabItem.gameObject.SetActive(false);

        Render();
    }
コード例 #3
0
ファイル: Program.cs プロジェクト: TimBurga/PathFinding
        static void Main()
        {
            var builder = new NodeBuilder(Width, Height);
            var solver = new SimpleSolver();
            ConsoleKeyInfo pressedKey = new ConsoleKeyInfo();

            while (pressedKey.Key != ConsoleKey.X)
            {
                var grid = new Grid(builder.Build());

                grid.Render();

                var start = grid.Nodes.SingleOrDefault(node => node.X == 1 && node.Y == 1);
                var end = grid.Nodes.SingleOrDefault(node => node.X == Width && node.Y == Height);

                var solution = solver.Solve(start, end);

                grid.Render(solution);

                Console.WriteLine("Press X to exit");
                pressedKey = Console.ReadKey();
            }
        }
コード例 #4
0
ファイル: Level.cs プロジェクト: Shophorn/encounter-suburb
    public void BuildMap()
    {
        spawnWaves = SpawnWavesFromMapTexture(mapTexture);

        for (int i = 0; i < spawnWaves.Length; i++)
        {
            RandomizeArray(spawnWaves[i].spawnings, random);
        }

        mapObject       = new GameObject("Map", typeof(MeshFilter), typeof(MeshRenderer), typeof(MeshCollider));
        mapObject.layer = LayerMask.NameToLayer("Ground");

        grid = new Grid(map);

        mapMesh = map.BuildMesh();
        mapObject.GetComponent <MeshFilter>().mesh = mapMesh;

        var material = new Material(LevelBootstrap.mapMaterial);

        mapObject.GetComponent <MeshRenderer>().material = material;

        mapTexture           = MapTextureGenerator.Generate(map, 2048);
        material.mainTexture = mapTexture;

        var collider = mapObject.GetComponent <MeshCollider>();

        collider.inflateMesh = true;
        collider.sharedMesh  = mapMesh;

        SpawnBreakables(TileType.WeakWall, LevelBootstrap.brickBlockPrefab);
        SpawnBreakables(TileType.StrongWall, LevelBootstrap.concreteBlockPrefab);

        SpawnProps(TileType.Water, LevelBootstrap.waterPrefab);
        SpawnRandomProps(TileType.Woods, LevelBootstrap.RandomTree);

        enemySpawnPoints = map.EnemySpawnPoints();
        RandomizeArray(enemySpawnPoints, random);

        var basePosition = map.BasePosition();

        enemyController.playerBasePosition = basePosition;
        playerBaseBreakable =
            Object.Instantiate(LevelBootstrap.playerBasePrefab, basePosition, Quaternion.identity, mapObject.transform);
        playerBaseBreakable.OnBreak += defeatCallback;

        // Tank base colour
        float       hue        = (float)random.NextDouble() % 1f;
        const float saturation = 0.7f;
        const float value      = 0.7f;

        enemyController.tankBaseColor = new ColorHSV(hue, saturation, value);

        BuildCollidersOnEdges();


        // Set Background color and create same coloured plane on ground to hide tanks spawning underneath map
        var backgroundColor = LevelBootstrap.RandomSkyColor(random);

        Camera.main.backgroundColor = backgroundColor;
        RenderSettings.ambientLight = backgroundColor;

        var hideBelowGroundObject = GameObject.CreatePrimitive(PrimitiveType.Plane);

        hideBelowGroundObject.name = "Hide Below Ground";
        hideBelowGroundObject.transform.position   = new Vector3(map.size / 2f, -0.0001f, map.size / 2f);
        hideBelowGroundObject.transform.localScale = Vector3.one * 2 * map.size;
        hideBelowGroundObject.transform.parent     = mapObject.transform;

        var hideBelowMaterial = new Material(Shader.Find("Unlit/Color"));

        hideBelowMaterial.color = backgroundColor;
        hideBelowGroundObject.GetComponent <Renderer>().material = hideBelowMaterial;
    }     // build map