public static List<string> GetMineSpriteNameForTile(int x, int y, string[,] nsewMap, Layout layout, Grid grid, PseudoRandom prnd) { List<string> nameList = new List<string> (); string nsewData = nsewMap [y, x]; if (!layout.IsOpen(x,y)) { nameList.Add("Mine_Empty"); string spriteName = "Mine_Edge" + nsewData; if (CheckSpriteExists (spriteName)) { nameList.Add("Mine_Edge" + nsewData); } else { char[] data = nsewData.ToCharArray (); for(int i = 1; i < data.Length; i++){ string newSpriteName = "Mine_Edge" + "_" + data[i].ToString(); Debug.Log (nsewData); if (CheckSpriteExists (newSpriteName)) { nameList.Add ("Mine_Edge" + "_" + data[i].ToString()); } } } if (layout.CheckIfOnEdge (x, y)) { if (x + 1 < grid.width && y + 1 < grid.height && !layout.IsOpen(x+1,y) && !layout.IsOpen(x,y+1) && layout.IsOpen(x+1,y+1)) { nameList.Add ("Mine_Edge_Corner" + "_NE"); } if (x - 1 >= 0 && y + 1 < grid.height && !layout.IsOpen(x-1,y) && !layout.IsOpen(x,y+1) && layout.IsOpen(x-1,y+1)) { nameList.Add ("Mine_Edge_Corner" + "_NW"); } if (x + 1 < grid.width && y - 1 >= 0 && !layout.IsOpen(x+1,y) && !layout.IsOpen(x,y-1) && layout.IsOpen(x+1,y-1)) { nameList.Add ("Mine_Edge_Corner" + "_SE"); } if (x - 1 >= 0 && y - 1 >= 0 && !layout.IsOpen(x-1,y) && !layout.IsOpen(x,y-1) && layout.IsOpen(x-1,y-1)) { nameList.Add ("Mine_Edge_Corner" + "_SW"); } } } else { string num = prnd.Next (1, 4).ToString (); nameList.Add("Mine_Floor_" + num); if (prnd.Next () < 0.1) { string decalNum = prnd.Next (1, 10).ToString (); nameList.Add("Mine_Floor_Decal_" + decalNum); } string insideNsewData = NSEWMap.GetNSEWString(layout.layout, x, y, 0); if (insideNsewData.Contains ("N")) { string shadowTile = "Mine_Floor_Shadow_"; if (insideNsewData.Contains ("E") && nsewData.Contains ("W")) { nameList.Add (shadowTile + "NE"); nameList.Add (shadowTile + "NW"); } else if (insideNsewData.Contains ("E")) { nameList.Add (shadowTile + "NE"); } else if (insideNsewData.Contains ("W")) { nameList.Add (shadowTile + "NW"); } else { nameList.Add (shadowTile + "N"); } } } return nameList; }
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); } } } } }