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); } } -- Gitblit v1.9.3