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https://github.com/DerTyp7/grow-ai-unity.git
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65 lines
2.1 KiB
C#
65 lines
2.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AreaManager : MonoBehaviour
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{
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[SerializeField] int areaHeight;
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[SerializeField] int areaWidth;
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List<AreaObject> areaObjects;
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[SerializeField] GameObject testPrefab;
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void Start()
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{
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//int gridWidth = GridBuildingSystem.instance.buildingGrid.GetWidth();
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//int gridHeight = GridBuildingSystem.instance.buildingGrid.GetWidth();
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int areaWidthCount = GridBuildingSystem.instance.buildingGrid.GetWidth() / areaWidth;
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int areaHeightCount = GridBuildingSystem.instance.buildingGrid.GetHeight() / areaHeight;
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for(int heightCounter = 0; heightCounter < areaHeightCount; heightCounter++)
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{
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Debug.Log("---- New Row -----");
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for (int widthCounter = 0; widthCounter < areaWidthCount; widthCounter++)
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{
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Debug.Log("---- New Area -----");
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List<GameObject> testGameObjs = new List<GameObject>();
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for (int x = 0; x < areaWidth; x++)
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{
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for (int y = 0; y < areaHeight; y++)
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{
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Debug.Log((x + widthCounter * areaWidth).ToString() + "," + (y + heightCounter * areaHeight).ToString());
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GameObject testObj = Instantiate(testPrefab);
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testObj.transform.position = GridBuildingSystem.instance.buildingGrid.GetWorldPosition((x + widthCounter * areaWidth), (y + heightCounter * areaHeight));
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testObj.transform.name = widthCounter + " - " + heightCounter;
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testGameObjs.Add(testObj);
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}
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}
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Color color = Random.ColorHSV();
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foreach (GameObject testObj in testGameObjs)
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{
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testObj.GetComponent<SpriteRenderer>().color = color;
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}
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}
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}
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}
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public class AreaObject
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{
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public int[,] tileArray;
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public AreaObject(int[,] _tileArray) {
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tileArray = _tileArray;
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}
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}
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}
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