public static void CreateForestMeshFromMap(Layout layout, Grid grid, int seedX, int seedY, int seedZ) { Texture2D tex = CreateForestTextureFromMap (layout.layout, grid, seedX, seedY, seedZ); Rect rec = new Rect (0, 0, grid.width*16, grid.height*16); //Hardcoded Paths GameObject blankObj = Resources.Load ("Prefabs/BlankSprite") as GameObject; GameObject blockObj = Resources.Load ("Prefabs/BlankInter") as GameObject; Vector3 vec = new Vector3 ( ((float)(grid.width))/2, ((float)(grid.height))/2, 1); GameObject obj = (GameObject) Instantiate (blankObj, vec, Quaternion.identity); Sprite sprite = Sprite.Create(tex, rec, new Vector2(0.5f, 0.5f), 16); PseudoRandom prnd = new PseudoRandom (seedX, seedY, seedZ); obj.GetComponent<SpriteRenderer> ().sprite = sprite; SceneObjects.AddObjectToScene (obj); for (int y = 0; y < grid.height; y++) { for (int x = 0; x < grid.width; x++) { // Create Invisible wall rigidbodys if (layout.CheckIfOnEdge(x,y)){ //GameObject objr = (GameObject)Instantiate (blockObj, new Vector3 (grid.GetCoords (x, y).x, grid.GetCoords (x, y).y, 0), Quaternion.identity); //SceneObjects.AddObjectToScene (objr); } else if (layout.CheckIfNextToEdge(x,y))// Create wall leaves. { int num = prnd.Next (1, 3); string nsewData = NSEWMap.GetNSEWString(layout.layout, x, y, 0); if (nsewData.Length > 3) { num = 1; } string spriteName = "Forest_Leaf" + nsewData + "_" + num.ToString (); if (CheckSpriteExists (spriteName)) { GameObject objr = (GameObject)Instantiate (blankObj, new Vector3 (grid.GetCoords (x, y).x, grid.GetCoords (x, y).y, 0), Quaternion.identity); objr.GetComponent<SpriteRenderer> ().sprite = GetSprite (spriteName); objr.GetComponent<SpriteRenderer> ().sortingOrder = 100; SceneObjects.AddObjectToScene (objr); } } if (layout.IsOpen (x, y)) { double chance = prnd.Next (); if (chance < 0.01) { int num = prnd.Next (1, 4); string spriteName = "Forest_Mush_" + num.ToString(); GameObject objr = (GameObject)Instantiate (blankObj, new Vector3 (grid.GetCoords (x, y).x, grid.GetCoords (x, y).y, 0), Quaternion.identity); objr.GetComponent<SpriteRenderer> ().sprite = GetSprite (spriteName); SceneObjects.AddObjectToScene (objr); } else if(chance >= 0.01 && chance < 0.02) { int num = prnd.Next (1, 5); string spriteName = "Forest_Rock_" + num.ToString(); GameObject objr = (GameObject)Instantiate (blankObj, new Vector3 (grid.GetCoords (x, y).x, grid.GetCoords (x, y).y, 0), Quaternion.identity); objr.GetComponent<SpriteRenderer> ().sprite = GetSprite (spriteName); SceneObjects.AddObjectToScene (objr); } } } } }