示例#1
0
    public void GenerateGridColliders(float[,] map)
    {
        int rows    = map.GetLength(0);
        int columns = map.GetLength(1);

        // remove old colliders
        for (int r = 0; r < rows; r++)
        {
            if (BoxColliders == null)
            {
                break;
            }
            for (int c = 0; c < columns; c++)
            {
                BoxColliderController box = BoxColliders[r, c];
                if (box != null)
                {
                    Destroy(box.gameObject);
                }
            }
        }

        // add new box colliders
        BoxColliders = new BoxColliderController[rows, columns];
        for (int r = 0; r < rows; r++)
        {
            for (int c = 0; c < columns; c++)
            {
                Vector3 pos = new Vector3(c, r) * TileSize;

                float value = map[rows - r - 1, columns - c - 1];
                if (value > 0.5f)
                {
                    BoxColliderController box = Instantiate(BoxColliderPrefab).GetComponent <BoxColliderController>();
                    box.transform.parent        = transform;
                    box.transform.localPosition = pos;
                    box.transform.localScale    = Vector3.one * TileSize;
                    box.Coord         = new Vector2(columns - c - 1, rows - r - 1);
                    box.Map           = Map;
                    box.MyOnCollision = OnTileCollision;
                    BoxColliders[rows - r - 1, columns - c - 1] = box;
                }
            }
        }
    }
示例#2
0
    private void OnTileCollision(Vector2 coord, Vector2 blastDirection)
    {
        int rows    = Map.GetLength(0);
        int columns = Map.GetLength(1);

        bool mapChanged = false;

        for (int r = 0; r < rows; r++)
        {
            for (int c = 0; c < columns; c++)
            {
                Vector2 diff = (coord - new Vector2(c, r)) * TileSize;
                if (diff.magnitude < Radius)
                {
                    // empty cell
                    if (Map[r, c] <= 0)
                    {
                        continue;
                    }

                    // damage
                    float falloff = 1 - diff.magnitude / Radius;
                    falloff = AnimationCurve.Evaluate(falloff);

                    // frame strength
                    float powerModifier = 1;
                    if ((rows - r - 1) % 10 == 0 || c == 0 || c == columns - 1)
                    {
                        powerModifier = FramePowerModifier;
                    }

                    Map[r, c] -= falloff * BlastPower * powerModifier;
                    mapChanged = true;

                    // not yet dead
                    if (Map[r, c] > 0)
                    {
                        continue;
                    }

                    // kill cell
                    BoxColliderController box = BoxColliders[r, c];
                    if (box == null)
                    {
                        continue;
                    }

                    // explosion
                    Quaternion rot = Quaternion.LookRotation(-blastDirection);
                    Instantiate(TileBreakParticles, box.transform.position - Vector3.forward, rot);

                    // destroy
                    Destroy(box.gameObject);
                    BoxColliders[r, c] = null;
                }
            }
        }

        if (mapChanged)
        {
            ProceduralMesh.GenerateGridMesh(Map, TileSize, Treshold1);
            ProceduralMesh2.GenerateGridMesh(Map, TileSize, Treshold2);
        }
    }