Created
March 18, 2020 20:58
-
-
Save matkoniecz/f895ee1bdb35608998f20194e1ff01fe to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class MapMaker : MonoBehaviour | |
{ | |
int size = 400; | |
GameObject[,] pixels; | |
float[,] heightmap; | |
int iteration = 0; | |
float maxDistance(int iteration) { | |
return 50 - iteration; | |
} | |
float neighborCount(int iteration) { | |
return 4; | |
} | |
float height(int x, int y){ | |
x = (x + size)%size; | |
y = (y + size)%size; | |
return heightmap[x,y]; | |
} | |
void makeAction(){ | |
distortRandomly(100); | |
if (iteration == 0) { | |
distortRandomly(6000f); | |
} else if(iteration == 4 || iteration == 9) { | |
zoomIn(3); | |
distortRandomly(1000); | |
} else if(iteration <= 16) { | |
distortRandomlyExtremeParts(1000, 1000); | |
averageNearby(); | |
} | |
} | |
void zoomIn(int multiplier) { | |
for(int x = size-1; x >= 0; x--) { | |
for(int y = size-1; y >= 0; y--) { | |
heightmap[x,y] = heightmap[x/multiplier,y/multiplier]; | |
} | |
} | |
} | |
void averageNearby() { | |
for(int x = 0; x < size; x++) { | |
for(int y = 0; y < size; y++) { | |
heightmap[x,y] = (height(x, y) + height(x, y+1) + height(x+1, y) + height(x-1, y) + height(x, y-1))/5f + Random.Range(-1f, 1f); | |
pixels[x,y].GetComponent<Renderer>().material.color = heightToColor(heightmap[x,y]); | |
} | |
} | |
} | |
void distortRandomly(float amplitude) { | |
for(int x = 0; x < size; x++) { | |
for(int y = 0; y < size; y++) { | |
heightmap[x,y] += Random.Range(-amplitude, amplitude); | |
} | |
} | |
} | |
void distortRandomlyExtremeParts(float amplitude, float extreme) { | |
for(int x = 0; x < size; x++) { | |
for(int y = 0; y < size; y++) { | |
if(heightmap[x,y] < -extreme || heightmap[x,y] > extreme) { | |
heightmap[x,y] += Random.Range(-amplitude, amplitude); | |
} | |
} | |
} | |
} | |
// Start is called before the first frame update | |
void Start() | |
{ | |
pixels = new GameObject[size, size]; | |
heightmap = new float[size, size]; | |
for(int x = 0; x < size; x++) { | |
for(int y = 0; y < size; y++) { | |
heightmap[x,y] = 0; | |
} | |
} | |
float _ = 1; | |
float tileSize = 0.025f; | |
for(int x = 0; x < size; x++) { | |
for(int y = 0; y < size; y++) { | |
GameObject go = GameObject.CreatePrimitive(PrimitiveType.Quad); | |
go.GetComponent<Renderer>().material.color = heightToColor(heightmap[x,y]); | |
go.transform.position = new Vector3(x*tileSize, y*tileSize, _); | |
go.transform.localScale = new Vector3(tileSize, tileSize, _); | |
pixels[x,y] = go; | |
} | |
} | |
} | |
Color heightToColor(float height){ | |
if(height <= 0) { | |
float deepness = -height; | |
return MixColors(Color.black, deepness, Color.blue, 500); | |
} | |
float snowLine = 1000; | |
if(height < snowLine) { | |
return MixColors(Color.green, 500, Color.gray, height); | |
} | |
Color borderline = MixColors(Color.green, 100, Color.gray, snowLine); | |
return MixColors(borderline, 100, Color.white, height-snowLine); | |
} | |
public Color MixColors(Color a, float aRatio, Color b, float bRatio) { | |
float rPart = (a.r*aRatio + b.r*bRatio)/(aRatio + bRatio); | |
float gPart = (a.g*aRatio + b.g*bRatio)/(aRatio + bRatio); | |
float bPart = (a.b*aRatio + b.b*bRatio)/(aRatio + bRatio); | |
float aPart = (a.a*aRatio + b.a*bRatio)/(aRatio + bRatio); | |
return new Color(rPart, gPart, bPart, aPart); | |
} | |
void FixedUpdate() | |
{ | |
Debug.Log("iteration=" + iteration + "time="+Time.time); | |
if(iteration < Time.time*10) { | |
makeAction(); | |
iteration++; | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment