From f0315bea6acee2316665d6ca5c945da84f22c1ee Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Wed, 02 Apr 2025 08:40:46 +0000
Subject: [PATCH] #35 added generateable script to ore

---
 Assets/Scripts/GenerateTileMap.cs |   60 ++++++++++++++++++++++++++++++------------------------------
 1 files changed, 30 insertions(+), 30 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 156ebab..46b27b8 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -6,28 +6,28 @@
 using UnityEngine.Tilemaps;
 using UnityEngine.UIElements;
 
-[Serializable]
-public class Ore
-{
-    public string name;
-    /// <summary>
-    /// The lower the numer the higher the amount of ores that will spawn
-    /// Higher number means less ore
-    /// </summary>
-    [Tooltip("The lower the numer the higher the amount of ores that will spawn. Higher number means less ore.")]
-    [Range(1, 100000)]
-    public int weight;
-    /// <summary>
-    /// The lower the number the more dense the ore will spawn (big clusters
-    /// Higher number means little clusters (more spread)
-    /// </summary>
-    [Tooltip("The lower the number the more dense the ore will spawn (big clusters. Higher number means little clusters (more spread).")]
-    [Range(10, 100000)]
-    public int clusterWeight;
-    public CustomRuleTile tile;
-    public int maxSpawnHeight;
-    public int minSpawnHeight;
-}
+//[Serializable]
+//public class Ore
+//{
+//    public string name;
+//    /// <summary>
+//    /// The lower the numer the higher the amount of ores that will spawn
+//    /// Higher number means less ore
+//    /// </summary>
+//    [Tooltip("The lower the numer the higher the amount of ores that will spawn. Higher number means less ore.")]
+//    [Range(1, 100000)]
+//    public int weight;
+//    /// <summary>
+//    /// The lower the number the more dense the ore will spawn (big clusters
+//    /// Higher number means little clusters (more spread)
+//    /// </summary>
+//    [Tooltip("The lower the number the more dense the ore will spawn (big clusters. Higher number means little clusters (more spread).")]
+//    [Range(10, 100000)]
+//    public int clusterWeight;
+//    public CustomRuleTile tile;
+//    public int maxSpawnHeight;
+//    public int minSpawnHeight;
+//}
 
 public class GenerateTileMap : MonoBehaviour
 {
@@ -41,7 +41,7 @@
     Tilemap tilemap;
     public CustomRuleTile forestRuleTile;
     public TileBase borderTile;
-    public List<Ore> ores;
+    public List<Generateable> generateables;
     //public List<TileBase> tiles;
 
     private void Awake()
@@ -114,24 +114,24 @@
             }
         }
 
-        if (ores != null)
+        if (generateables != null)
         {
-            foreach (Ore ore in ores)
+            foreach (Generateable generateable in generateables)
             {
                 for (int x = 0; x < maxWidth; x++)
                 {
-                    for (int y = ore.minSpawnHeight; y < ore.maxSpawnHeight; y++)
+                    for (int y = generateable.minSpawnHeight; y < generateable.maxSpawnHeight; y++)
                     {
-                        float xPerlin = ((float)x / maxWidth) * (float)ore.clusterWeight + offsetX;
-                        float yPerlin = ((float)y / maxHeight) * (float)ore.clusterWeight + offsetY;
+                        float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX;
+                        float yPerlin = ((float)y / maxHeight) * (float)generateable.clusterWeight + offsetY;
                         float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
 
-                        if (perlinNoise <= (1f / (float)ore.weight))
+                        if (perlinNoise <= (1f / (float)generateable.weight))
                         {
                             Vector3Int tileSpawnCoord = new Vector3Int(x, y);
                             if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
                             {
-                                tilemap.SetTile(tileSpawnCoord, ore.tile);
+                                tilemap.SetTile(tileSpawnCoord, generateable.tile);
                             }
                         }
 

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