Lighting in Dungeon.unity
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Assembly-CSharp-Editor.csproj
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Assembly-CSharp-Editor.csproj
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<ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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||||
Other similar extension points exist, see Microsoft.Common.targets.
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|
@ -268,7 +268,12 @@
|
||||
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCDialogue.cs" />
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||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
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<Compile Include="Assets\Scripts\Player.cs" />
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<Compile Include="Assets\HardLight2D\Demo\DemoScripts\MeshCopy.cs" />
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<Compile Include="Assets\HardLight2D\Demo\DemoScripts\Speen.cs" />
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<Compile Include="Assets\HardLight2D\Demo\DemoScripts\PolyWobbler.cs" />
|
||||
<Compile Include="Assets\HardLight2D\Scripts\LightFollow.cs" />
|
||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
|
||||
<None Include="Assets\HardLight2D\ReadMe - FAQ.txt" />
|
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" />
|
||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Mobile.cginc" />
|
||||
@ -283,6 +288,7 @@
|
||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Properties.cginc" />
|
||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Surface.cginc" />
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<None Include="Assets\TextMesh Pro\Resources\LineBreaking Following Characters.txt" />
|
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<None Include="Assets\HardLight2D\Material\AdditiveShader.shader" />
|
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Masking.shader" />
|
||||
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||||
@ -511,6 +517,9 @@
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||||
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Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs
Normal file
44
Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs
Normal file
@ -0,0 +1,44 @@
|
||||
using UnityEngine;
|
||||
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent (typeof (MeshFilter))]
|
||||
[RequireComponent (typeof (MeshRenderer))]
|
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public class MeshCopy : MonoBehaviour
|
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{
|
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public MeshFilter OriginalMesh;
|
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[ColorUsage (false)] public Color Color = Color.white;
|
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public float Intensity = 1;
|
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MeshFilter meshFilter;
|
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Renderer rend;
|
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Color oldColor = Color.black;
|
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float oldIntensity = -1;
|
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MaterialPropertyBlock propBlock;
|
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string colorProp = "_Color";
|
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|
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void Update ()
|
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{
|
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CheckReferences ();
|
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if (OriginalMesh && OriginalMesh.sharedMesh)
|
||||
meshFilter.sharedMesh = OriginalMesh.sharedMesh;
|
||||
else meshFilter.sharedMesh = null;
|
||||
UpdateColor ();
|
||||
}
|
||||
void CheckReferences ()
|
||||
{
|
||||
if (!meshFilter) meshFilter = GetComponent<MeshFilter> ();
|
||||
if (!rend) rend = GetComponent<Renderer> ();
|
||||
if (propBlock == null) propBlock = new MaterialPropertyBlock ();
|
||||
}
|
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void UpdateColor ()
|
||||
{
|
||||
if (oldColor != Color || oldIntensity != Intensity)
|
||||
{
|
||||
oldColor = Color;
|
||||
oldIntensity = Intensity;
|
||||
rend.GetPropertyBlock (propBlock);
|
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propBlock.SetColor (colorProp, Color * Intensity);
|
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rend.SetPropertyBlock (propBlock);
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}
|
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}
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|
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Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs
Normal file
30
Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs
Normal file
@ -0,0 +1,30 @@
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent (typeof (LineRenderer))]
|
||||
[RequireComponent (typeof (PolygonCollider2D))]
|
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public class PolyWobbler : MonoBehaviour
|
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{
|
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PolygonCollider2D Poly;
|
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LineRenderer LineRend;
|
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public float Wobbles = 1;
|
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Vector2[] points;
|
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|
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private void Start ()
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{
|
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Poly = GetComponent<PolygonCollider2D> ();
|
||||
LineRend = GetComponent<LineRenderer> ();
|
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}
|
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|
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void Update ()
|
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{
|
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points = Poly.GetPath (0);
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LineRend.positionCount = points.Length;
|
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for (int i = 0; i < points.Length; i++)
|
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{
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points[i] += Random.insideUnitCircle * Time.deltaTime * Wobbles;
|
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LineRend.SetPosition (i, points[i]);
|
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}
|
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Poly.SetPath (0, points);
|
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HardLight2DManager.RefreshColliderReference (Poly);
|
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}
|
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}
|
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Normal file
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Normal file
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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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public class Speen : MonoBehaviour
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{
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public float speed = 1f;
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void Update ()
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{
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transform.Rotate (Vector3.forward, speed * Time.deltaTime * 100f);
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}
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}
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Normal file
43
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Normal file
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using System;
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using System.Collections;
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using System.Reflection;
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using UnityEditor;
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HardLight2DManager.RefreshAllCollidersReferences ();
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Assets/HardLight2D/ReadMe - FAQ.txt
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166
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@ -0,0 +1,166 @@
|
||||
HARD LIGHT 2D
|
||||
-------------
|
||||
Made by: Trino (Twitter: @Trino_dev)
|
||||
|
||||
Contents of this file
|
||||
|
||||
1. What is it?
|
||||
2. What does it do?
|
||||
3. What does it not do?
|
||||
4. How do I use it?
|
||||
5. What does X variable do? / How can I tweak it?
|
||||
6. How can I get better performance?
|
||||
7. Triggers don't cast shadows (IMPORTANT)
|
||||
8. My collider shape is not updating for the lights (IMPORTANT)
|
||||
9. The shadows coming from Boxes/Circles look weird (IMPORTANT)
|
||||
10. I want to use my own shader
|
||||
11. How can I hide the lights on the Scene view?
|
||||
12. Should it be working while in Edit mode?
|
||||
13. There's something wrong / How can I contact you?
|
||||
|
||||
-------------
|
||||
|
||||
1. What is it?
|
||||
|
||||
- It is a 2D point light system whose shadows are completely sharp.
|
||||
- It is designed to be used with an orthographic camera and coexist with 2D
|
||||
renderers (e.g., sprites, lines or tilemaps).
|
||||
|
||||
|
||||
2. What does it do?
|
||||
|
||||
Every light detects every 2D collider on its range and creates a planar 3D
|
||||
mesh around it's position taking the shape of a shadow casting point light.
|
||||
|
||||
Supported colliders:
|
||||
- BoxCollider2D
|
||||
- CircleCollider2D
|
||||
- EdgeCollider2D
|
||||
- PolygonCollider2D
|
||||
- CompositeCollider2D
|
||||
|
||||
|
||||
3. What does it not do?
|
||||
|
||||
- It does not darken the scene, the "shadows" are simply the area where the
|
||||
light does not reach and will be as dark as your scene is by default.
|
||||
- It does not offer any functionality gameplay-wise like fog of war or
|
||||
sending a message to lit colliders.
|
||||
|
||||
|
||||
4. How do I use it?
|
||||
|
||||
1. Drag the prefab "Light2D" on your scene and drop it wherever you please
|
||||
(The position on the Z axis does not affect the result).
|
||||
2. You can safely break the prefab link.
|
||||
3. Tweak it's properties.
|
||||
|
||||
|
||||
5. What does X variable do? / How can I tweak it?
|
||||
|
||||
Every variable on the Inspector view has it's own tooltip, you need only
|
||||
hover your mouse over the variable name to read it.
|
||||
|
||||
The demo scene also features a variety of cases where almost every light has
|
||||
a different setup.
|
||||
|
||||
|
||||
6. How can I get better performance?
|
||||
|
||||
* Note: If no light or collider is calling for an update, all
|
||||
calculations should automatically stop.
|
||||
|
||||
There are some cases where performance will drop:
|
||||
- Too many lights moving around.
|
||||
- Too many shadow casters (specially complex ones) moving/rotating/scaling
|
||||
within range of a light.
|
||||
- Too many shadow casters actively intersecting with each other within range
|
||||
of a light.
|
||||
- Too many shadow casters being instantiated frequently.
|
||||
- Any combination of the previous cases.
|
||||
|
||||
Consider:
|
||||
- Reducing the amount of shadow casters by tweaking the variables under the
|
||||
Filtering Settings.
|
||||
- Referencing a camera on the Optimization Settings to enable culling.
|
||||
- Enabling Calculate Only Once on the Optimization Settings whenever possible
|
||||
(e.g., background/static lights)
|
||||
- Breaking big/complex Tilemaps (using CompositeCollider2D) into smaller
|
||||
squarish chunks.
|
||||
|
||||
|
||||
7. Triggers don't cast shadows (IMPORTANT)
|
||||
|
||||
This was a deliberate choice in the name of statistics and performance.
|
||||
One of the reasons being that triggers are generally used to detect other
|
||||
objects and not to block physical things such as rigidbodies or light rays.
|
||||
|
||||
It could be enabled as an option on a future update if the demand is high, so
|
||||
don't hesitate on letting me know your opinion.
|
||||
|
||||
|
||||
8. My collider shape is not updating for the lights (IMPORTANT)
|
||||
|
||||
* Note: "Shape" refers to the collider's settings (e.g., the points on a
|
||||
PolygonCollider2D), any change to the Transform should be updated
|
||||
automatically.
|
||||
|
||||
One of the steps taken to optimize this script is to store the initial shape
|
||||
of any collider (The first time it's in range of any light) and base every
|
||||
calculation around that.
|
||||
|
||||
Despite this, it is possible to manually update a collider's shape:
|
||||
|
||||
- While in Edit mode, where you are constantly changing colliders (e.g.,
|
||||
building a tilemap) you can update every collider by going to
|
||||
HardLight2D > "Refresh collider references" in Unity's main menu.
|
||||
|
||||
- While on Play mode you can update a single collider's shape by calling
|
||||
"HardLight2DManager.RefreshColliderReference(yourCollider)" from any script.
|
||||
(Keep in mind that this function WILL create memory garbage everytime it's
|
||||
called and may be very heavy depending on the collider's complexity)
|
||||
|
||||
|
||||
9. The shadows coming from Boxes/Circles look weird (IMPORTANT)
|
||||
|
||||
Either as an optimization step or one of many other reasons, some collider's
|
||||
shadow shape can change depending on it's proximity or angle relative to the
|
||||
light source.
|
||||
As long as the collider's sprite cover's it's entire area and no light
|
||||
source goes inside it, it should look natural.
|
||||
|
||||
|
||||
10. I want to use my own shader
|
||||
|
||||
If you want to use a different shader and be able to use the color and
|
||||
intensity properties, all you need is to have your shader's main color
|
||||
property be named "_Color" and tag it with a [PerRendererData] attribute.
|
||||
|
||||
|
||||
11. How can I hide the lights on the Scene view?
|
||||
|
||||
Since the prefab uses the "TransparentFX" Layer by default, you can toggle
|
||||
it's scene visibility on the "Layers" dropdown on the top right corner of
|
||||
the Unity window (next to the "Layout" dropdown).
|
||||
|
||||
|
||||
12. Should it be working while in Edit mode?
|
||||
|
||||
* Note: Some lights may fail to update while on Edit mode. Moving them
|
||||
around a bit should fix that.
|
||||
|
||||
Yes, although it relies on the Gizmo system, meaning there are a couple of
|
||||
scenarios where it won't auto update while on edit mode:
|
||||
- Gizmos are toggled off.
|
||||
- HardLight2D is disabled on the Gizmos dropdown.
|
||||
- The HardLight2D script is minimized on the Inspector window.
|
||||
- Light's are hidden in the Scene view.
|
||||
|
||||
|
||||
13. There's something wrong / How can I contact you?
|
||||
|
||||
You're welcome to write a review on the Asset Store page, although you can
|
||||
always write me a direct message on Twitter (@Trino_dev) for a faster
|
||||
response.
|
||||
If you don't use Twitter and still want a faster response than writing on
|
||||
the Asset Store page, you can email me at trino.vidya@gmail.com
|
7
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Assets/HardLight2D/Scripts/LightFollow.cs
Normal file
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Normal file
@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class LightFollow : MonoBehaviour
|
||||
{
|
||||
private Transform playerTransform;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
|
||||
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|
||||
|
||||
void LateUpdate()
|
||||
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|
||||
// we store current camera's position here
|
||||
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|
||||
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|
||||
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|
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|
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|
||||
}
|
||||
}
|
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@ -1669,7 +1833,7 @@ Transform:
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GameObject:
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@ -4761,7 +4925,7 @@ TilemapRenderer:
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--- !u!1 &1376403512
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@ -7162,7 +7326,7 @@ Camera:
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@ -7207,7 +7371,7 @@ Transform:
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m_SourcePrefab: {fileID: 100100000, guid: d95da88540d2d6e44a0c4c40c581b24a, type: 3}
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--- !u!1 &1694683857
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GameObject:
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m_ObjectHideFlags: 0
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@ -8175,7 +8448,7 @@ RectTransform:
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- {fileID: 781142004}
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m_Father: {fileID: 0}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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@ -8706,7 +8979,7 @@ Transform:
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- {fileID: 1177818051}
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m_Father: {fileID: 0}
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m_RootOrder: 7
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &1884073576
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GameObject:
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@ -9044,6 +9317,23 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1911584407}
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m_CullTransparentMesh: 1
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--- !u!1 &1912461144 stripped
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GameObject:
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m_CorrespondingSourceObject: {fileID: 1278962375649610280, guid: d95da88540d2d6e44a0c4c40c581b24a, type: 3}
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m_PrefabInstance: {fileID: 1663566667}
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m_PrefabAsset: {fileID: 0}
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--- !u!114 &1912461150
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1912461144}
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m_Enabled: 0
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 7b852f4c11744f74d93a7c35435bb4eb, type: 3}
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--- !u!1 &1916304664
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m_ObjectHideFlags: 0
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|
@ -71,6 +71,9 @@ public class TileMapGenerator : MonoBehaviour
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return false;
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}
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|
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GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
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Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
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Vector3 startPosOfPlayer = default;
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foreach (var filler in fillers)
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{
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int id = filler.id;
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@ -79,7 +82,7 @@ public class TileMapGenerator : MonoBehaviour
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if (id == 1)
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{
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ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
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startPosOfPlayer = new Vector3Int(pos.x, pos.y, 0);
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}
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else if (id == 2)
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{
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@ -90,6 +93,7 @@ public class TileMapGenerator : MonoBehaviour
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}
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walls.SetTile(new Vector3Int(-1,-1,0), corner_left_down);
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walls.SetTile(new Vector3Int(-1,100,0), corner_left_up);
|
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walls.SetTile(new Vector3Int(100,100,0), corner_right_up);
|
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@ -100,10 +104,13 @@ public class TileMapGenerator : MonoBehaviour
|
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for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,-1,0), down);}
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for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,100,0), up);}
|
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|
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GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
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Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
|
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|
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Debug.Log(startPos);
|
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Debug.Log("cell added");
|
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|
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GameObject Player = GameObject.FindWithTag("Player");
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Player.transform.position = startPosOfPlayer;
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return true;
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}
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|
@ -3,6 +3,8 @@ Microsoft Visual Studio Solution File, Format Version 11.00
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# Visual Studio 2010
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{e0f48af5-6d3e-b154-523d-8f755dc8e665}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{7cc02776-5953-02f0-1d58-e2f51d95c564}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@ -13,6 +15,10 @@ Global
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{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.Build.0 = Release|Any CPU
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{7cc02776-5953-02f0-1d58-e2f51d95c564}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{7cc02776-5953-02f0-1d58-e2f51d95c564}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{7cc02776-5953-02f0-1d58-e2f51d95c564}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{7cc02776-5953-02f0-1d58-e2f51d95c564}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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|
Loading…
Reference in New Issue
Block a user