Added ruleTile and generate tileMap with perlinNoise
1 files modified
4 files added
New file |
| | |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using UnityEngine.Tilemaps; |
| | | |
| | | public class GenerateTileMap : MonoBehaviour |
| | | { |
| | | public int width = 256; |
| | | public int height = 256; |
| | | public float scale = 20f; |
| | | public float offsetX = 0f; |
| | | public float offsetY = 0f; |
| | | Tilemap tilemap; |
| | | public RuleTile ruleTile; |
| | | //public List<TileBase> tiles; |
| | | // Start is called before the first frame update |
| | | void Start() |
| | | { |
| | | tilemap = GetComponent<Tilemap>(); |
| | | GenerateTiles(); |
| | | } |
| | | |
| | | |
| | | public void GenerateTiles() |
| | | { |
| | | for (int x = 0; x < width; x++) |
| | | { |
| | | for(int y = 0; y < height; y++) |
| | | { |
| | | float xPerlin = ((float)x / width) * scale + offsetX; |
| | | float yPerlin = ((float)y / height) * scale + offsetY; |
| | | float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); |
| | | |
| | | if (perlinNoise >= 0.3f) |
| | | { |
| | | if (!tilemap.HasTile(new Vector3Int(x,y+1))) { |
| | | tilemap.SetTile(new Vector3Int(x, y), ruleTile); |
| | | } |
| | | else |
| | | { |
| | | tilemap.SetTile(new Vector3Int(x, y), ruleTile); |
| | | } |
| | | } |
| | | |
| | | } |
| | | } |
| | | } |
| | | } |
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