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