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CrowdControl/Assets/Feel/MMTools/Tools/MMProcedural/MMTilemapGenerator/MMTilemapGenerator.cs

227 lines
8.0 KiB
C#

3 months ago
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection.Emit;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Tilemaps;
using Random = UnityEngine.Random;
namespace MoreMountains.Tools
{
/// <summary>
/// This class will fill a tilemap with the data generated by the combination of its layers
/// </summary>
[ExecuteAlways]
public class MMTilemapGenerator : MonoBehaviour
{
[Header("Grid")]
/// The width of the grid, in cells
[Tooltip("The width of the grid, in cells")]
[MMVector("Min","Max")]
public Vector2Int GridWidth = new Vector2Int(50,50);
/// the height of the grid, in cells
[Tooltip("the height of the grid, in cells")]
[MMVector("Min","Max")]
public Vector2Int GridHeight = new Vector2Int(50,50);
[Header("Data")]
/// the list of layers that will be used to generate the tilemap
[Tooltip("the list of layers that will be used to generate the tilemap")]
public MMTilemapGeneratorLayerList Layers;
/// a value between 0 and 1 that will be used by all layers as their random seed. If you generate another map using the same seed, it'll look the same
[Tooltip("a value between 0 and 1 that will be used by all layers as their random seed. If you generate another map using the same seed, it'll look the same")]
public int GlobalSeed = 0;
/// whether or not to randomize the global seed every time a new map is generated
[Tooltip("whether or not to randomize the global seed every time a new map is generated")]
public bool RandomizeGlobalSeed = true;
[Header("Slow Render")]
/// turning this to true will (at runtime only) draw the map progressively. This is really just for fun.
[Tooltip("turning this to true will (at runtime only) draw the map progressively. This is really just for fun.")]
public bool SlowRender = false;
/// the duration of the slow render, in seconds
[Tooltip("the duration of the slow render, in seconds")]
public float SlowRenderDuration = 1f;
/// the tween to use for the slow render
[Tooltip("the tween to use for the slow render")]
public MMTweenType SlowRenderTweenType = new MMTweenType(MMTween.MMTweenCurve.EaseInOutCubic);
protected int[,] _grid;
protected int _width;
protected int _height;
/// <summary>
/// the possible methods that can be used to generate a random grid
/// </summary>
public enum GenerateMethods
{
Full,
Perlin,
PerlinGround,
Random,
RandomWalk,
RandomWalkAvoider,
RandomWalkGround,
Path,
Copy
}
/// <summary>
/// Generates and renders every layer in the data stack
/// </summary>
public virtual void Generate()
{
Random.InitState((int)System.DateTime.Now.Ticks);
if (RandomizeGlobalSeed) { GlobalSeed = Mathf.Abs(Random.Range(int.MinValue, int.MaxValue)); }
foreach (MMTilemapGeneratorLayer layer in Layers)
{
GenerateLayer(layer);
}
}
/// <summary>
/// On reset, we initialize our list
/// </summary>
void Reset()
{
Layers = new MMTilemapGeneratorLayerList(){
new MMTilemapGeneratorLayer()
};
}
/// <summary>
/// Generates a layer grid, and renders it
/// </summary>
/// <param name="layer"></param>
protected virtual void GenerateLayer(MMTilemapGeneratorLayer layer)
{
if (!layer.Active)
{
return;
}
if (layer.TargetTilemap == null) { Debug.LogError("Tilemap Generator : you need to specify a Target Tilemap to paint on."); }
if (layer.Tile == null) { Debug.LogError("Tilemap Generator : you need to specify a Tile to paint with."); }
if (layer.GridWidth == 0) { Debug.LogError("Tilemap Generator : grid width can't be 0."); }
if (layer.GridHeight == 0) { Debug.LogError("Tilemap Generator : grid height can't be 0."); }
float seedFloat = 0f;
float layerSeedFloat = 0f;
float globalSeedFloat = 0f;
UnityEngine.Random.InitState(GlobalSeed);
int width = layer.OverrideGridSize ? layer.GridWidth : UnityEngine.Random.Range(GridWidth.x, GridWidth.y);
int height = layer.OverrideGridSize ? layer.GridHeight : UnityEngine.Random.Range(GridHeight.x, GridHeight.y);
globalSeedFloat = UnityEngine.Random.value;
// random outside of the global seed
if (layer.DoNotUseGlobalSeed)
{
Random.InitState((int)System.DateTime.Now.Ticks);
if (layer.RandomizeSeed)
{
layer.Seed = Mathf.Abs(Random.Range(int.MinValue, int.MaxValue));
}
UnityEngine.Random.InitState(layer.Seed);
layerSeedFloat = UnityEngine.Random.value;
}
int seed = layer.DoNotUseGlobalSeed ? layer.Seed : GlobalSeed;
seedFloat = layer.DoNotUseGlobalSeed ? layerSeedFloat : globalSeedFloat;
switch (layer.GenerateMethod)
{
case GenerateMethods.Full:
_grid = MMGridGeneratorFull.Generate(width, height, layer.FullGenerationFilled);
layer.Grid = _grid;
break;
case GenerateMethods.Perlin:
_grid = MMGridGeneratorPerlinNoise.Generate(width, height, seedFloat);
layer.Grid = _grid;
break;
case GenerateMethods.PerlinGround:
_grid = MMGridGeneratorPerlinNoiseGround.Generate(width, height, seedFloat);
layer.Grid = _grid;
break;
case GenerateMethods.Random:
_grid = MMGridGeneratorRandom.Generate(width, height, seed, layer.RandomFillPercentage);
layer.Grid = _grid;
break;
case GenerateMethods.RandomWalk:
_grid = MMGridGeneratorRandomWalk.Generate(width, height, seed, layer.RandomWalkPercent, layer.RandomWalkStartingPoint, layer.RandomWalkMaxIterations);
layer.Grid = _grid;
break;
case GenerateMethods.RandomWalkAvoider:
int[,] obstacleGrid = MMGridGenerator.TilemapToGrid(layer.RandomWalkAvoiderObstaclesTilemap, width, height);
_grid = MMGridGeneratorRandomWalkAvoider.Generate(width, height, seed, layer.RandomWalkAvoiderPercent, layer.RandomWalkAvoiderStartingPoint, obstacleGrid, layer.RandomWalkAvoiderObstaclesDistance, layer.RandomWalkAvoiderMaxIterations);
layer.Grid = _grid;
break;
case GenerateMethods.RandomWalkGround:
_grid = MMGridGeneratorRandomWalkGround.Generate(width, height, seed,
layer.RandomWalkGroundMinHeightDifference, layer.RandomWalkGroundMaxHeightDifference,
layer.RandomWalkGroundMinFlatDistance, layer.RandomWalkGroundMaxFlatDistance, layer.RandomWalkGroundMaxHeight);
layer.Grid = _grid;
break;
case GenerateMethods.Path:
_grid = MMGridGeneratorPath.Generate(width, height, seed, layer.PathDirection, layer.PathStartPosition, layer.PathMinWidth,
layer.PathMaxWidth, layer.PathDirectionChangeDistance, layer.PathWidthChangePercentage,
layer.PathDirectionChangePercentage);
layer.Grid = _grid;
break;
case GenerateMethods.Copy:
layer.TargetTilemap.ClearAllTiles();
DelayedCopy(layer);
break;
}
if (layer.Smooth) { _grid = MMGridGenerator.SmoothenGrid(_grid); }
if (layer.InvertGrid) { _grid = MMGridGenerator.InvertGrid(_grid); }
_grid = MMGridGenerator.BindGrid(_grid, layer.BoundsTop, layer.BoundsBottom, layer.BoundsLeft, layer.BoundsRight);
_grid = MMGridGenerator.ApplySafeSpots(_grid, layer.SafeSpots);
RenderGrid(layer);
}
/// <summary>
/// Copies the tilemap's content after a delay because Unity.
/// </summary>
/// <param name="layer"></param>
async static void DelayedCopy(MMTilemapGeneratorLayer layer)
{
await Task.Delay(500);
MMTilemapShadow.Copy(layer.CopyTilemap, layer.TargetTilemap);
}
/// <summary>
/// Renders the grid with the selected modes to the specified target tilemap
/// </summary>
/// <param name="layer"></param>
protected virtual void RenderGrid(MMTilemapGeneratorLayer layer)
{
MMTilemapGridRenderer.RenderGrid(_grid, layer, SlowRender, SlowRenderDuration, SlowRenderTweenType,this);
}
/// <summary>
/// Sets default values for all layers
/// </summary>
protected virtual void OnValidate()
{
if ((Layers == null) || (Layers.Count <= 0))
{
return;
}
foreach (MMTilemapGeneratorLayer layer in Layers)
{
layer.SetDefaults();
}
}
}
}