Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by JiXXR · Feb 06, 2016 at 12:41 PM · c#positionspritescubescaves

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!

@SebastianLague

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1

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!

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image JiXXR · Feb 06, 2016 at 05:46 PM 0
Share

Thank you very much Seb,

I appreciate you taking your time to help others out. Have a great day!

avatar image
0

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;}
                 }
             }
         }
     }
 

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

85 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

OnTriggerEnter and Exit using Position Markers? help?? 1 Answer

Get coordinates of mouse-click on plane 1 Answer

rigidbody.velocity.x doesn't work :( 2 Answers

How to prevent the player to move beyond certain x-position value 3 Answers

Scale a sprite horizontally as well. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges