Пример #1
0
    private void generateWorld()
    {
        TempLoader temp = new TempLoader();

        graphics = GameObject.Find("BoardObject").GetComponent <BoardGraphics>();
        TileManager tileManager = new TileManager(tileI, tileJ, tileSize, graphics, temp);

        tM         = tileManager;
        continents = new List <Continent>();



        generateContinents(tM.getTileList());
        generateCountries();
    }
Пример #2
0
    public TileManager(int ntileI, int ntileJ, float ntileSize, BoardGraphics graphics, TempLoader temp)
    {
        tileI    = ntileI;
        tileJ    = ntileJ;
        tileSize = ntileSize;

        graphics.setup(tileI * tileJ);

        tileHeight = tileSize * 2;
        tileWidth  = Mathf.Sqrt(3) / 2 * tileHeight;

        mapX = tileWidth * (float)tileI;

        tileList   = new List <Tile>();
        vertexList = new List <Vertex>();
        edgeList   = new List <Edge>();

        tileDictQRS = new Dictionary <int, Dictionary <int, Tile> >();
        tileDictIJ  = new Dictionary <int, Dictionary <int, Tile> >();

        Dictionary <int, Tile> rowListQRS;       //Q=X, R=Z, S=Y in the old cube coordinates
        Dictionary <int, Tile> rowListIJ;

        int tileCount = 0;

        for (int j = 0; j < tileJ; j++)
        {
            rowListIJ  = new Dictionary <int, Tile>();
            rowListQRS = new Dictionary <int, Tile>();

            tileDictQRS.Add(-j, rowListQRS);
            tileDictIJ.Add(j, rowListIJ);

            int offset = Mathf.CeilToInt((float)j / 2);

            for (int i = 0; i < tileI; i++)
            {
                float x_Offset;

                if (j % 2 == 1)
                {
                    x_Offset = tileWidth;
                }
                else
                {
                    x_Offset = tileWidth / 2;
                }

                int q = i + offset;
                int s = -(i + offset) + j;
                int r = -j;

                bool inWestHalf;

                if (i <= tileI / 2)
                {
                    inWestHalf = true;
                }
                else
                {
                    inWestHalf = false;
                }

                Tile tile = new Tile(q, r, s, tileWidth * i + x_Offset, (tileSize) + (tileHeight * 0.75f * j), i, j, tileCount, graphics, inWestHalf, mapX);

                //Debug.Log (i+":"+j);

                tile.addStockList(temp.setUpStockList());
                tile.addPriceList(temp.setUpStockList());

                rowListIJ.Add(i, tile);
                rowListQRS.Add(i + offset, tile);

                tileList.Add(tile);
                addVerticesToTile(tile, graphics);
                addEdgesToTile(tile, graphics);

                tileCount = tileCount + 1;
            }
        }

        this.addEdgesToVertices();
        graphics.setUpEdgeNum(edgeList.Count);
        graphics.setUpVertexNum(vertexList.Count);
        graphics.buildCollider(tileList[tileList.Count - 1]);

        this.wrapAroundMap();
    }