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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