Script for creating 2d map of non-random tiles
Hello,
I'm working on creating a 2D tiled map (for practice) and my questions is: Can I make a 2d-tiled map using a script (not a plug-in) of non-random tiles?
In other words: how do I tell unity to put "grass" sprite from (1,2) to (1,10), "sand" sprite from (2,2) to (2,10), etc.
I already did the 2D roguelike tutorial and learned how to upload sprites into the engine. The problem is that I want to make a map made of tiles in a fixed (not random) order. I Went over the tutorials but couldn't find nothing relevant.
I consider myself as a beginner and I don't know how to write the correct script, so if someone could upload an example (even for 3x3 map with 2 types of tiles) it'll be great.
Last, I already looked up for a solution, but everything I found concerned using plug-ins. As I've said, I want to practice it using a script.
Thanks!
Answer by GingerJey · Jul 07, 2017 at 08:54 PM
Tried the following but it has a problem with "y" (In the section: for(int x = 0) { if(int y = 0) { GameObject toInstantiate = FreshWater; }
if(int y = 1)
{
GameObject toInstantiate = LightGrass;
}
}
)
using System.Collections; using System.Collections.Generic; using UnityEngine; using Random = UnityEngine.Random; using System; namespace completed {
public class LocationA : MonoBehaviour { [Serializable] public class Count { public int minimum; // Minimum value for our Count class. public int maximum; //Maximum value for our Count class.
//Assignment constructor.
public Count (int min, int max)
{
minimum = min;
maximum = max;
}
}
public int columns = 10;
public int rows = 10;
public GameObject[] FreshWater;
public GameObject[] LightGrass;
private List <Vector3> gridPositions = new List <Vector3> (); // possible locations for the tiles
for(int x = 0)
{
if(int y = 0)
{
GameObject toInstantiate = FreshWater;
}
if(int y = 1)
{
GameObject toInstantiate = LightGrass;
}
}
} }