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Set Procedural Cave Generation as child at parent location?
I know that it is possible to take an object and set it as the child of another Gameobject [Transforming to Position] with the line [M.transform.parent = transform;] But in the case of this procedural cave generation, it generates a spritemap as a child, without transforming the object to the position of said object's parent.
For example, I want it to Generate Cave at the position of Cave Layer [in list], however when starting the program the cave always generates at 0, 0, 0. Am I missing something in my script? (Also, at the moment the GameObject Holder was to try something, and it only half worked).
Here is the script.
using UnityEngine;
using System.Collections;
using System;
public class CC : MonoBehaviour
{
public GameObject holder;
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 < 10; i++)
{
SmoothMap();
}
CreateSpriteMap(map);
}
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"));
}
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;
}
}
}
}
}
Hello.
Where is suposed to set its position?
I supose the "cave" is a empty gameobject with a lot of childs, right? Where is suposed to be "genered" this "cave"? What is its name? or you called the object "Cave"?
I dont see the word Cave anywhere...
And dont dont even see any transform.position so i think you are just creating things withour positioning.
You can have an empty gameobject called "cave" and isntantiate everything as it child, so you can easy move it after or before instantiate.
Bye!
Your answer
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