Using Gizmo Cubes as a reference for placing sprites, then deleting all Gizmos?
Good morning,
I have an interesting idea for a game I have been putting off trying to make for a long time. This will be my first game build project, so I am a newbie. I have experience using Photoshop, Hammer Editor, Blender and various video editing softwares, so I have a little bit of an understanding of how animation and object creation works. What is killing me is coding. I am doing my best to understand C#, and I am understanding most of it, but I am just not getting some of it.
On to my question: After watching the Procedural Cave Generation tutorial I would like to use that concept as the basis of creating my levels. It is perfect. My game will be 2D though and so what I would like to know how to use the cubes that OnDrawGizmos creates as references on where to place my block sprites. How would I replicate all of the black cubes as sprites, then delete the generated map and cubes after? Basically I want it to run the script as it is, create the cubes, place my sprites in the same locations as the cubes, then remove the cubes and gizmos leaving just my sprites.
I appreciate your help and time. I will get this down eventually. I really want to make this game happen. Thank you!
Answer by SebastianLague · Feb 06, 2016 at 05:00 PM
Hi there, try creating a method like this and placing it in your MapGenerator script:
void CreateSpriteMap(int[,] borderedMap) {
if (GameObject.Find ("Map2D")) {
Destroy (GameObject.Find ("Map2D"));
}
GameObject holder = new GameObject ("Map2D");
for (int x = 0; x < borderedMap.GetLength (0); x++) {
for (int y = 0; y < borderedMap.GetLength (1); y++) {
if (borderedMap [x, y] == 1) {
Vector3 pos3D = CoordToWorldPoint (new Coord (x, y));
Vector3 pos2D = new Vector3 (pos3D.x, pos3D.z, 0);
GameObject newWallSprite = Instantiate (wallSprite, pos2D, Quaternion.identity) as GameObject;
newWallSprite.transform.parent = holder.transform;
}
}
}
}
The wallSprite should be a public GameObject wallSprite; and you should apply your sprite prefab there in the inspector.
You'll want to call CreateSpriteMap(borderedMap); at the end of the GenerateMap() method. So GenerateMap should look something like this:
void GenerateMap() {
map = new int[width,height];
RandomFillMap();
for (int i = 0; i < 5; i ++) {
SmoothMap();
}
ProcessMap ();
int borderSize = 1;
int[,] borderedMap = new int[width + borderSize * 2,height + borderSize * 2];
for (int x = 0; x < borderedMap.GetLength(0); x ++) {
for (int y = 0; y < borderedMap.GetLength(1); y ++) {
if (x >= borderSize && x < width + borderSize && y >= borderSize && y < height + borderSize) {
borderedMap[x,y] = map[x-borderSize,y-borderSize];
}
else {
borderedMap[x,y] =1;
}
}
}
CreateSpriteMap (borderedMap);
}
Hope that helps, Cheers!
Thank you very much Seb,
I appreciate you taking your time to help others out. Have a great day!
Answer by JiXXR · Feb 06, 2016 at 07:38 PM
I am getting an Error pointing toward the Vector3 pos3D = CoordToWorldPoint (new Coord (x, y)); line. It says CoordToWorldPoint does not exist in the current context? What am I missing?
Edit: I debugged the code and got rid of the errors, but with no errors in monodevelop or Unity, it doesn't do anything. Any ideas? @SebastianLague
using UnityEngine;
using System.Collections;
using System;
public class MapGenerator : MonoBehaviour {
public int width;
public int height;
public GameObject wallSprite;
public string seed;
public bool useRandomSeed;
[Range(0,100)]
public int randomFillPercent;
int[,] map;
void Start() {
GenerateMap();
}
void Update() {
if (Input.GetMouseButtonDown(0)) {
GenerateMap();
}
}
void GenerateMap() {
map = new int[width,height];
RandomFillMap();
for (int i = 0; i < 5; i ++) {
SmoothMap();
}
}
void RandomFillMap() {
if (useRandomSeed) {
seed = Time.time.ToString();
}
System.Random pseudoRandom = new System.Random(seed.GetHashCode());
for (int x = 0; x < width; x ++) {
for (int y = 0; y < height; y ++) {
if (x == 0 || x == width-1 || y == 0 || y == height -1) {
map[x,y] = 1;
}
else {
map[x,y] = (pseudoRandom.Next(0,100) < randomFillPercent)? 1: 0;
}
}
}
}
void SmoothMap() {
for (int x = 0; x < width; x ++) {
for (int y = 0; y < height; y ++) {
int neighbourWallSprite = GetSurroundingWallCount(x,y);
if (neighbourWallSprite > 4)
map[x,y] = 1;
else if (neighbourWallSprite < 4)
map[x,y] = 0;
}
}
}
int GetSurroundingWallCount(int gridX, int gridY) {
int wallCount = 0;
for (int neighbourX = gridX - 1; neighbourX <= gridX + 1; neighbourX ++) {
for (int neighbourY = gridY - 1; neighbourY <= gridY + 1; neighbourY ++) {
if (neighbourX >= 0 && neighbourX < width && neighbourY >= 0 && neighbourY < height) {
if (neighbourX != gridX || neighbourY != gridY) {
wallCount += map[neighbourX,neighbourY];
}
}
else {
wallCount ++;
}
}
}
return wallCount;
}
Vector3 CoordToWorldPoint(Coord wallSprite)
{
return new Vector3(-width / 2 + .5f + wallSprite.wallSpriteX, 2, -height / 2 + .5f + wallSprite.wallSpriteY);
}
struct Coord
{
public int wallSpriteX;
public int wallSpriteY;
public Coord(int x, int y)
{
wallSpriteX = x;
wallSpriteY = y;
}
}
void CreateSpriteMap(int[,] borderedMap) {
if (GameObject.Find ("Map2D")) {
Destroy (GameObject.Find ("Map2D"));
}
GameObject holder = new GameObject ("Map2D");
for (int x = 0; x < borderedMap.GetLength (0); x++) {
for (int y = 0; y < borderedMap.GetLength (1); y++) {
if (borderedMap [x, y] == 1) {
Vector3 pos3D = CoordToWorldPoint (new Coord(x, y));
Vector3 pos2D = new Vector3 (pos3D.x, pos3D.z, 0);
GameObject newWallSprite = Instantiate (wallSprite, pos2D, Quaternion.identity) as GameObject;
newWallSprite.transform.parent = holder.transform;}
}
}
}
}