Bug fixes with Bats and other NPCs. Also modified map generator flood fill algorithm.

This commit is contained in:
Jakub Sztuba 2022-12-16 14:03:23 +01:00
parent dd1e87bdab
commit b53bdf3bd9
9 changed files with 107 additions and 278 deletions

View File

@ -2,8 +2,10 @@
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@ -36,8 +40,9 @@
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@ -163,6 +168,7 @@
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@ -38,6 +38,7 @@ public class AStarPathfindingAgent : MonoBehaviour
public void FindPath()
{
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}
public IEnumerator FollowPath()
@ -58,7 +59,8 @@ public class AStarPathfindingAgent : MonoBehaviour
while (true)
{
currentWorldPosition = transform.position;
if (transform.position == currentWaypoint.worldPosition)
//if (transform.position == currentWaypoint.worldPosition)
if (Vector3.Distance(transform.position, currentWaypoint.worldPosition)<0.01f)
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bool reachedPosition = targetIndex >= path.Count;
@ -81,6 +83,7 @@ public class AStarPathfindingAgent : MonoBehaviour
myAnim.SetBool("Left", false);
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View File

@ -15,7 +15,7 @@ public class NodeMap : MonoBehaviour
public Tilemap tilemap;
// Start is called before the first frame update
void Awake()
void Start()
{
DataFromTiles = new Dictionary<TileBase, TileData>();
foreach (var tileData in TileDatas)
@ -118,7 +118,7 @@ public class NodeMap : MonoBehaviour
public Vector3 GetWorldPosition(Vector2Int position)
{
Vector3 worldBottomLeft = transform.position - (Vector3.right * mapSize.x / 2) - (Vector3.up * (mapSize.y/ 2));
Vector3 worldBottomLeft = transform.position - (Vector3.right * (mapSize.x / 2)) - (Vector3.up * (mapSize.y / 2));
Vector3 worldPoint = worldBottomLeft + (Vector3.right * position.x) + (Vector3.up * position.y);
Vector3 cellSizeOffset = new Vector3(cellSize / 2, cellSize / 2, 0);
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@ -1,9 +1,11 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using GUI_Scripts.ProceduralGeneration;
using UnityEngine;
using UnityEngine.Tilemaps;
using Random = UnityEngine.Random;
public class TileMapGenerator : MonoBehaviour
{
@ -13,7 +15,16 @@ public class TileMapGenerator : MonoBehaviour
public Tile ground1, wall1;
public Graph graph;
void Start()
private void Start()
{
while (!Generate())
{
}
}
bool Generate()
{
Map map = new Map(new Vector2Int(100, 100));
List<FloodFill> fillers = new List<FloodFill>();
@ -53,6 +64,11 @@ public class TileMapGenerator : MonoBehaviour
}
if (graph.graphNodes.Count > count * 0.8)
{
return false;
}
foreach (var filler in fillers)
{
int id = filler.id;
@ -65,16 +81,19 @@ public class TileMapGenerator : MonoBehaviour
}
else if (id == 2)
{
ground.SetTile(new Vector3Int(pos.x,pos.y,0), wall1);
walls.SetTile(new Vector3Int(pos.x,pos.y,0), wall1);
}
}
}
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
Debug.Log(startPos);
return true;
}
// Update is called once per frame

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