63 lines
2.1 KiB
C#
63 lines
2.1 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using MyTypes;
|
|
|
|
public class LevelGeneration : MonoBehaviour{
|
|
|
|
[SerializeField] GameObject levelPrefab;
|
|
[SerializeField] bool spawnGrid = true;
|
|
|
|
[Space]
|
|
[SerializeField] Material black;
|
|
[SerializeField] Material white;
|
|
|
|
// Start is called before the first frame update
|
|
void Start(){
|
|
if (GameManager.Instance.autoStart)
|
|
StartGeneration();
|
|
}
|
|
|
|
public void StartGeneration(){
|
|
if(spawnGrid)
|
|
StartCoroutine(SpawnGrid());
|
|
}
|
|
|
|
IEnumerator SpawnGrid(){
|
|
/*for (int i = 0; i < MyVars.gridWidth; i++){
|
|
for (int j = 0; j < MyVars.gridHeight; j++){
|
|
MeshRenderer mesh = Instantiate(levelPrefab, new Vector3(i, -1.5f, j), Quaternion.identity).GetComponentInChildren<MeshRenderer>();
|
|
mesh.material = (i + j) % 2 == 0 ? black : white;
|
|
yield return new WaitForSecondsRealtime(0.015625f);
|
|
}
|
|
}*/
|
|
|
|
List<Vector3> positions = new List<Vector3>();
|
|
for (int i = 0; i < MyVars.gridWidth; i++){
|
|
for (int j = 0; j < MyVars.gridHeight; j++){
|
|
positions.Add(new Vector3(i, -1.5f, j));
|
|
}
|
|
}
|
|
for (int i = 0; i < MyVars.gridWidth * MyVars.gridHeight; i += 3){
|
|
if (i < MyVars.gridWidth * MyVars.gridHeight){
|
|
Vector3 pos = positions[Random.Range(0, positions.Count)];
|
|
MeshRenderer mesh = Instantiate(levelPrefab, pos, Quaternion.identity).GetComponentInChildren<MeshRenderer>();
|
|
mesh.material = (pos.x + pos.z) % 2 == 0 ? black : white;
|
|
positions.Remove(pos);
|
|
}
|
|
if (i + 1 < MyVars.gridWidth * MyVars.gridHeight){
|
|
Vector3 pos = positions[Random.Range(0, positions.Count)];
|
|
MeshRenderer mesh = Instantiate(levelPrefab, pos, Quaternion.identity).GetComponentInChildren<MeshRenderer>();
|
|
mesh.material = (pos.x + pos.z) % 2 == 0 ? black : white;
|
|
positions.Remove(pos);
|
|
}
|
|
if (i + 2 < MyVars.gridWidth * MyVars.gridHeight){
|
|
Vector3 pos = positions[Random.Range(0, positions.Count)];
|
|
MeshRenderer mesh = Instantiate(levelPrefab, pos, Quaternion.identity).GetComponentInChildren<MeshRenderer>();
|
|
mesh.material = (pos.x + pos.z) % 2 == 0 ? black : white;
|
|
positions.Remove(pos);
|
|
}
|
|
yield return new WaitForSecondsRealtime(0.01f);
|
|
}
|
|
}
|
|
}
|