Exemplo n.º 1
0
    void Update()
    {
        blockConstruct myBlock = blocks[0, 0].GetComponent <blockConstruct> ();
        int            minX    = myBlock.xInicial * 30;
        int            minZ    = myBlock.yInicial * 30;

        myBlock = blocks[8, 8].GetComponent <blockConstruct> ();
        int maxX = myBlock.xInicial * 30 + 150;
        int maxZ = myBlock.yInicial * 30 + 150;

        //Debug.Log (player.transform.position.y);

        if (minX < player.transform.position.x - 825)
        {
            newColum(0);
        }
        else if (maxX > player.transform.position.x + 825)
        {
            newColum(8);
        }
        if (minZ < player.transform.position.z - 824)
        {
            newLine(0);
        }
        else if (maxZ > player.transform.position.z + 825)
        {
            newLine(8);
        }
    }
Exemplo n.º 2
0
    void newLine(int c)
    {
        for (int n = 0; n < 9; n++)
        {
            Destroy(blocks [n, c]);
        }
        if (c == 0)
        {
            for (int h = 1; h < 9; h++)
            {
                for (int w = 0; w < 9; w++)
                {
                    blocks [w, h - 1] = blocks[w, h];
                }
            }
        }
        else if (c == 8)
        {
            for (int h = 7; h >= 0; h--)
            {
                for (int w = 0; w < 9; w++)
                {
                    blocks [w, h + 1] = blocks[w, h];
                }
            }
        }

        for (int n = 0; n < 9; n++)
        {
            if (c == 0)
            {
                blockConstruct myBlock2 = blocks[n, 7].GetComponent <blockConstruct> ();
                blocks [n, 8] = Instantiate(cityBlock, transform.position, transform.rotation) as GameObject;
                blockConstruct myBlock = blocks[n, 8].GetComponent <blockConstruct> ();
                myBlock.seed     = seed;
                myBlock.xInicial = myBlock2.xInicial;
                myBlock.yInicial = myBlock2.yInicial + 5;
                myBlock.mapgrid  = mapgrid;
            }
            else if (c == 8)
            {
                blockConstruct myBlock2 = blocks[n, 1].GetComponent <blockConstruct> ();
                blocks [n, 0] = Instantiate(cityBlock, transform.position, transform.rotation) as GameObject;
                blockConstruct myBlock = blocks[n, 0].GetComponent <blockConstruct> ();
                myBlock.seed     = seed;
                myBlock.xInicial = myBlock2.xInicial;
                myBlock.yInicial = myBlock2.yInicial - 5;
                myBlock.mapgrid  = mapgrid;
            }
        }
    }
Exemplo n.º 3
0
    void newColum(int c)
    {
        for (int n = 0; n < 9; n++)
        {
            Destroy(blocks [c, n]);
        }
        if (c == 0)
        {
            for (int h = 1; h < 9; h++)
            {
                for (int w = 0; w < 9; w++)
                {
                    blocks [h - 1, w] = blocks[h, w];
                }
            }
        }
        else if (c == 8)
        {
            for (int h = 7; h >= 0; h--)
            {
                for (int w = 0; w < 9; w++)
                {
                    blocks [h + 1, w] = blocks[h, w];
                }
            }
        }

        for (int n = 0; n < 9; n++)
        {
            if (c == 0)
            {
                blockConstruct myBlock2 = blocks[7, n].GetComponent <blockConstruct> ();
                blocks [8, n] = Instantiate(cityBlock, transform.position, transform.rotation) as GameObject;
                blockConstruct myBlock = blocks[8, n].GetComponent <blockConstruct> ();
                myBlock.seed     = seed;
                myBlock.xInicial = myBlock2.xInicial + 5;
                myBlock.yInicial = myBlock2.yInicial;
                myBlock.mapgrid  = mapgrid;
            }
            else if (c == 8)
            {
                blockConstruct myBlock2 = blocks[1, n].GetComponent <blockConstruct> ();
                blocks [0, n] = Instantiate(cityBlock, transform.position, transform.rotation) as GameObject;
                blockConstruct myBlock = blocks[0, n].GetComponent <blockConstruct> ();
                myBlock.seed     = seed;
                myBlock.xInicial = myBlock2.xInicial - 5;
                myBlock.yInicial = myBlock2.yInicial;
                myBlock.mapgrid  = mapgrid;
            }
        }
    }
Exemplo n.º 4
0
    // Use this for initialization
    void Start()
    {
        mapgrid = new int[mapWidth * 5, mapHeight *5];

        //generate map data
        seed = Random.Range(0, 100);



        //build streets
        int x = 0;

        for (int w = 0; w < mapWidth * 5 - 1; w++)
        {
            for (int h = 0; h < mapHeight * 5; h++)
            {
                if (w != mapWidth * 5 - 1)
                {
                    mapgrid [x, h] = -1;
                }
            }
            x += Random.Range(3, 5);
            if (x >= mapWidth * 5 - 1)
            {
                break;
            }
        }

        int z = 0;

        for (int h = 0; h < mapHeight * 5; h++)
        {
            for (int w = 0; w < mapWidth * 5; w++)
            {
                if (h != mapHeight * 5 - 1)
                {
                    if (mapgrid [w, z] == -1)
                    {
                        mapgrid [w, z] = -3;
                    }
                    else
                    {
                        mapgrid [w, z] = -2;
                    }
                }
            }
            z += Random.Range(3, 5);
            if (z >= mapWidth * 5 - 1)
            {
                break;
            }
        }

        //generate city

        for (int h = 0; h < 9; h++)
        {
            for (int w = 0; w < 9; w++)
            {
                blocks [h, w] = Instantiate(cityBlock, transform.position, transform.rotation) as GameObject;
                blockConstruct myBlock = blocks[h, w].GetComponent <blockConstruct> ();
                myBlock.seed     = seed;
                myBlock.xInicial = h * 5;
                myBlock.yInicial = w * 5;
                myBlock.mapgrid  = mapgrid;
            }
        }
    }