93 lines
3.5 KiB
C#
93 lines
3.5 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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using Random = System.Random;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A collection of helper methods for interacting with Tilemaps
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/// </summary>
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public class MMTilemap : MonoBehaviour
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{
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/// <summary>
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/// Returns a random world position on the specified tilemap/grid combo, filled or not based on the shouldBeFilled flag
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/// </summary>
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/// <param name="targetTilemap"></param>
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/// <param name="grid"></param>
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/// <param name="width"></param>
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/// <param name="height"></param>
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/// <param name="shouldBeFilled"></param>
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/// <param name="maxIterations"></param>
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/// <returns></returns>
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public static Vector2 GetRandomPosition(Tilemap targetTilemap, Grid grid, int width, int height, bool shouldBeFilled = true, int maxIterations = 1000)
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{
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int iterationsCount = 0;
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Vector3Int randomCoordinate = Vector3Int.zero;
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while (iterationsCount < maxIterations)
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{
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randomCoordinate.x = UnityEngine.Random.Range(0, width);
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randomCoordinate.y = UnityEngine.Random.Range(0, height);
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randomCoordinate += MMTilemapGridRenderer.ComputeOffset(width-1, height-1);
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bool hasTile = targetTilemap.HasTile(randomCoordinate);
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if (hasTile == shouldBeFilled)
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{
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return targetTilemap.CellToWorld(randomCoordinate) + (grid.cellSize / 2);
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}
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iterationsCount++;
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}
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return Vector2.zero;
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}
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/// <summary>
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/// Returns a random position on the ground floor of the grid
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/// </summary>
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/// <param name="targetTilemap"></param>
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/// <param name="grid"></param>
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/// <param name="width"></param>
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/// <param name="height"></param>
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/// <param name="startingHeight"></param>
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/// <param name="xMin"></param>
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/// <param name="xMax"></param>
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/// <param name="shouldBeFilled"></param>
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/// <param name="maxIterations"></param>
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/// <returns></returns>
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public static Vector2 GetRandomPositionOnGround(Tilemap targetTilemap, Grid grid, int width, int height, int startingHeight, int xMin, int xMax, bool shouldBeFilled = true, int maxIterations = 1000)
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{
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int iterationsCount = 0;
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Vector3Int randomCoordinate = Vector3Int.zero;
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while (iterationsCount < maxIterations)
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{
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randomCoordinate.x = UnityEngine.Random.Range(xMin, xMax);
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randomCoordinate.y = startingHeight;
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randomCoordinate += MMTilemapGridRenderer.ComputeOffset(width-1, height-1);
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int counter = height;
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while (counter > 0)
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{
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bool hasTile = targetTilemap.HasTile(randomCoordinate);
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if (hasTile == shouldBeFilled)
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{
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randomCoordinate.y++;
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return targetTilemap.CellToWorld(randomCoordinate) + (grid.cellSize / 2);
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}
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randomCoordinate.y--;
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counter--;
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}
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iterationsCount++;
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}
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return Vector2.zero;
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}
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}
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}
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