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m_Id: 4 m_Sprites: - {fileID: 0} - m_GameObject: {fileID: 6574902607274433330, guid: b9eff07f2d3ab485c93a95cd5f597957, + m_GameObject: {fileID: 7127607289440003999, guid: 8e20503a7c128453b9328a17d3f41a3d, type: 3} m_MinAnimationSpeed: 1 m_MaxAnimationSpeed: 1 diff --git a/Assets/Configuration/World Configuration.asset b/Assets/Configuration/World Configuration.asset index 34a11723..4261327f 100644 --- a/Assets/Configuration/World Configuration.asset +++ b/Assets/Configuration/World Configuration.asset @@ -57,39 +57,47 @@ MonoBehaviour: - Seed: 329.7 Frequency: 0.02 Amplitude: 0.5 + k__BackingField: + MinHeight: 0 + MinMoisture: 0 + MinHeat: 0 k__BackingField: MinHeight: 0.3 - MinMoisture: 0.4 - MinHeat: 0.2 - k__BackingField: + MinMoisture: 0 + MinHeat: 0 + k__BackingField: MinHeight: 0 MinMoisture: 0 + MinHeat: 0.66 + k__BackingField: + MinHeight: 0 + MinMoisture: 0.66 MinHeat: 0 k__BackingField: - MinHeight: 0.3 - MinMoisture: 0.3 + MinHeight: 0.65 + MinMoisture: 0.4 MinHeat: 0 k__BackingField: - MinHeight: 0.3 - MinMoisture: 0.2 + MinHeight: 0.65 + MinMoisture: 0.8 MinHeat: 0 k__BackingField: - MinHeight: 0.3 + MinHeight: 0.65 MinMoisture: 0 - MinHeat: 0 + MinHeat: 0.8 k__BackingField: - MinHeight: 0.3 - MinMoisture: 0.1 - MinHeat: 0 + MinHeight: 0.65 + MinMoisture: 0 + MinHeat: 0.4 k__BackingField: MinHeight: 0.3 - MinMoisture: 0.4 + MinMoisture: 0.66 MinHeat: 0.9 k__BackingField: MinHeight: 0.3 - MinMoisture: 0.4 + MinMoisture: 0.88 MinHeat: 0 k__BackingField: MinHeight: 0.3 - MinMoisture: 0.4 - MinHeat: 0.1 + MinMoisture: 0.77 + MinHeat: 0.5 diff --git a/Assets/Plugins/Jason Tu/ListHelpers/ListHelpers.cs b/Assets/Plugins/Jason Tu/ListHelpers/ListHelpers.cs index e579ae55..ead30852 100644 --- a/Assets/Plugins/Jason Tu/ListHelpers/ListHelpers.cs +++ b/Assets/Plugins/Jason Tu/ListHelpers/ListHelpers.cs @@ -23,4 +23,43 @@ public static T MinBy(List things, System.Func comparator) return minT; } + + public static T Random(List things) + { + return things[UnityEngine.Random.Range(0, things.Count)]; + } + + /// + /// Similar to Random(), but allows you to customize the weight between choices. + /// + public static T Choose(List things, List weights) + { + var thresholds = new List(); + var runningSum = 0f; + + // Compute list of thresholds. + for (var i = 0; i < things.Count; i++) + { + thresholds.Add(runningSum); + runningSum += weights[i]; + } + + // Normalize thresholds to [0, 1]. + for (var i = 0; i < thresholds.Count; i++) + { + thresholds[i] /= runningSum; + } + + // Compute a random t value. + var t = UnityEngine.Random.Range(0f, 1f); + + // If t meets or exceeds a threshold, return that threshold's corresponding thing. + for (var i = thresholds.Count - 1; i >= 0; i--) + { + if (t >= thresholds[i]) + return things[i]; + } + + throw new System.Exception("Huh, this shouldn't happen."); + } } diff --git a/Assets/Plugins/Jason Tu/ProceduralGeneration/Query.cs b/Assets/Plugins/Jason Tu/ProceduralGeneration/Query.cs index f55bfebe..78d5e5b6 100644 --- a/Assets/Plugins/Jason Tu/ProceduralGeneration/Query.cs +++ b/Assets/Plugins/Jason Tu/ProceduralGeneration/Query.cs @@ -1,10 +1,25 @@ public class Query { + public enum QueryType + { + AllBiomes, + GroundBiomesOnly, + } + private WorldMap worldMap; + private float height; + private float moisture; + private float heat; + public QueryType Type + { + get; + private set; + } + private float GetNormalizedMinHeight(Biome biome) => worldMap.MinHeight + biome.MinHeight * (worldMap.MaxHeight - worldMap.MinHeight); @@ -14,12 +29,13 @@ private float GetNormalizedMinMoisture(Biome biome) => private float GetNormalizedMinHeat(Biome biome) => worldMap.MinHeat + biome.MinHeat * (worldMap.MaxHeat - worldMap.MinHeat); - public Query(WorldMap worldMap, float height, float moisture, float heat) + public Query(WorldMap worldMap, float height, float moisture, float heat, QueryType queryType = QueryType.AllBiomes) { this.worldMap = worldMap; this.height = height; this.moisture = moisture; this.heat = heat; + this.Type = queryType; } /// diff --git a/Assets/Plugins/Jason Tu/ProceduralGeneration/WorldConfiguration.cs b/Assets/Plugins/Jason Tu/ProceduralGeneration/WorldConfiguration.cs index 34fc3d5d..1a0757f0 100644 --- a/Assets/Plugins/Jason Tu/ProceduralGeneration/WorldConfiguration.cs +++ b/Assets/Plugins/Jason Tu/ProceduralGeneration/WorldConfiguration.cs @@ -121,7 +121,14 @@ public GameObject TreePrefab }, }; - [field: Header("Biomes: Land and Water")] + [field: Header("Biomes: Ground Biomes")] + [field: SerializeField] + public Biome WaterBiome + { + get; + private set; + } + [field: SerializeField] public Biome LandBiome { @@ -130,7 +137,7 @@ public Biome LandBiome } [field: SerializeField] - public Biome WaterBiome + public Biome GrassBiome { get; private set; @@ -211,6 +218,19 @@ public List AllBiomes } } + public List GroundBiomes + { + get + { + return new List + { + LandBiome, + GrassBiome, + WaterBiome, + }; + } + } + private static Dictionary materialLookupSingleton; private Dictionary materialLookup { @@ -246,11 +266,17 @@ public Material GetMaterial(Biome biome) public List FindMatchingBiomes(Query query) { - return AllBiomes.FindAll(biome => query.Satisfies(biome)); + if (query.Type == Query.QueryType.AllBiomes) + return AllBiomes.FindAll(biome => query.Satisfies(biome)); + else if (query.Type == Query.QueryType.GroundBiomesOnly) + return GroundBiomes.FindAll(biome => query.Satisfies(biome)); + else + return new List(); } - public bool IsWaterBiome(Biome biome) - { - return biome == WaterBiome; - } + public bool IsWaterBiome(Biome biome) => biome == WaterBiome; + + public bool IsGroundBiome(Biome biome) => biome == LandBiome; + + public bool IsGrassBiome(Biome biome) => biome == GrassBiome; } diff --git a/Assets/Plugins/Jason Tu/ProceduralGeneration/WorldManager.cs b/Assets/Plugins/Jason Tu/ProceduralGeneration/WorldManager.cs index 569064d5..6695afe5 100644 --- a/Assets/Plugins/Jason Tu/ProceduralGeneration/WorldManager.cs +++ b/Assets/Plugins/Jason Tu/ProceduralGeneration/WorldManager.cs @@ -14,6 +14,10 @@ public class WorldManager : MonoBehaviour [NotNull(IgnorePrefab = true)] private UnityEngine.Tilemaps.Tilemap tilemap; + [SerializeField] + [NotNull(IgnorePrefab = true)] + private UnityEngine.Tilemaps.Tilemap grassTilemap; + [SerializeField] [NotNull] private UnityEngine.Tilemaps.TileBase groundRuleTile; @@ -22,6 +26,10 @@ public class WorldManager : MonoBehaviour [NotNull] private UnityEngine.Tilemaps.TileBase waterRuleTile; + [SerializeField] + [NotNull] + private UnityEngine.Tilemaps.TileBase grassRuleTile; + private WorldMap worldMap; private List tiles; @@ -50,15 +58,33 @@ private List InstantiateTiles() private bool ShouldSetGroundTile(int x, int y) { - var isWaterBiome = worldConfig.IsWaterBiome(worldMap.ClosestBiome(x, y)); - if (!isWaterBiome) + var isGroundBiome = worldMap.ClosestBiome(x, y, Query.QueryType.GroundBiomesOnly) != worldConfig.WaterBiome; + if (isGroundBiome) + return true; + + for (var i = -1; i <= 1; i++) + { + for (var j = -1; j <= 1; j++) + { + if (worldMap.ClosestBiome(x + i, y + j, Query.QueryType.GroundBiomesOnly) != worldConfig.WaterBiome) + return true; + } + } + + return false; + } + + private bool ShouldSetGrassTile(int x, int y) + { + var isGroundBiome = worldMap.ClosestBiome(x, y, Query.QueryType.GroundBiomesOnly) == worldConfig.GrassBiome; + if (isGroundBiome) return true; for (var i = -1; i <= 1; i++) { for (var j = -1; j <= 1; j++) { - if (!worldConfig.IsWaterBiome(worldMap.ClosestBiome(x + i, y + j))) + if (worldMap.ClosestBiome(x + i, y + j, Query.QueryType.GroundBiomesOnly) == worldConfig.GrassBiome) return true; } } @@ -80,11 +106,24 @@ private void InstantiateTilemap() // Set tite. tilemap.SetTile(new Vector3Int((int)(x - worldConfig.GridWidth * .5f), (int)(y - worldConfig.GridHeight * .5f), 0), tile); + + // Update grass tilemap separately. + if (ShouldSetGrassTile(x, y)) + grassTilemap.SetTile(new Vector3Int((int)(x - worldConfig.GridWidth * .5f), (int)(y - worldConfig.GridHeight * .5f), 0), grassRuleTile); } } } + private void DestroyTilemap(UnityEngine.Tilemaps.Tilemap tilemap) + { + var childCount = tilemap.transform.childCount; + for (var i = 0; i < childCount; i++) + Destroy(tilemap.transform.GetChild(i).gameObject); + + tilemap.ClearAllTiles(); + } + public void RegenerateResources() { // Destroy if an existing set of tiles exists. @@ -92,6 +131,10 @@ public void RegenerateResources() foreach (var tile in tiles) Destroy(tile); + // Clear tilemaps. + DestroyTilemap(tilemap); + DestroyTilemap(grassTilemap); + // Construct a world map. worldMap = new WorldMap(worldConfig); diff --git a/Assets/Plugins/Jason Tu/ProceduralGeneration/WorldMap.cs b/Assets/Plugins/Jason Tu/ProceduralGeneration/WorldMap.cs index dcb0ec5e..160efff8 100644 --- a/Assets/Plugins/Jason Tu/ProceduralGeneration/WorldMap.cs +++ b/Assets/Plugins/Jason Tu/ProceduralGeneration/WorldMap.cs @@ -54,7 +54,7 @@ public WorldMap(WorldConfiguration worldConfig) /// /// Find the closest biome given a set of (x, y) coordinates. /// - public Biome ClosestBiome(int x, int y) + public Biome ClosestBiome(int x, int y, Query.QueryType queryType = Query.QueryType.AllBiomes) { if (y < heightMap.Map.GetLowerBound(0) || y > heightMap.Map.GetUpperBound(0)) return null; @@ -68,7 +68,7 @@ public Biome ClosestBiome(int x, int y) float heat = GetHeat(x, y); // Construct query. - var query = new Query(this, height, moisture, heat); + var query = new Query(this, height, moisture, heat, queryType); // Execute query to determine closest biome. var matchingBiomes = worldConfig.FindMatchingBiomes(query); @@ -81,8 +81,10 @@ public Biome ClosestBiome(int x, int y) // Sanity check and return. #if UNITY_EDITOR - Assert.IsNotNull(closestBiome, "There should always be at least one matching biome. Please review the logic here."); + if (queryType == Query.QueryType.AllBiomes) + Assert.IsNotNull(closestBiome, "There should always be at least one matching biome. Please review the logic here."); #endif + return closestBiome; } diff --git a/Assets/Prefabs/Environment.prefab b/Assets/Prefabs/Environment.prefab index b089fd4e..d8549cfc 100644 --- a/Assets/Prefabs/Environment.prefab +++ b/Assets/Prefabs/Environment.prefab @@ -1,5 +1,125 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: +--- !u!1 &578444661 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 578444662} + - component: {fileID: 578444664} + - component: {fileID: 578444663} + m_Layer: 0 + m_Name: Grass Tilemap + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &578444662 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 578444661} + m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} + m_LocalPosition: {x: -0.5, y: -0.49, z: -0.5} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 642154421068723205} + m_RootOrder: 1 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!1839735485 &578444664 +Tilemap: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 578444661} + m_Enabled: 1 + m_Tiles: {} + m_AnimatedTiles: {} + m_TileAssetArray: [] + m_TileSpriteArray: [] + m_TileMatrixArray: [] + m_TileColorArray: [] + m_TileObjectToInstantiateArray: [] + m_AnimationFrameRate: 1 + m_Color: {r: 1, g: 1, b: 1, a: 1} + m_Origin: {x: 0, y: 0, z: 0} + m_Size: {x: 0, y: 0, z: 1} + m_TileAnchor: {x: 0.5, y: 0.5, z: 0} + m_TileOrientation: 0 + m_TileOrientationMatrix: + e00: 1 + e01: 0 + e02: 0 + e03: 0 + e10: 0 + e11: 1 + e12: 0 + e13: 0 + e20: 0 + e21: 0 + e22: 1 + e23: 0 + e30: 0 + e31: 0 + e32: 0 + e33: 1 +--- !u!483693784 &578444663 +TilemapRenderer: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 578444661} + m_Enabled: 1 + m_CastShadows: 0 + m_ReceiveShadows: 0 + m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 + m_MotionVectors: 1 + m_LightProbeUsage: 0 + m_ReflectionProbeUsage: 0 + m_RayTracingMode: 0 + m_RayTraceProcedural: 0 + m_RenderingLayerMask: 1 + m_RendererPriority: 0 + m_Materials: + - 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target: {fileID: 9160773117708652564, guid: 832e240404171417c96d1adb49a0bda3, + type: 3} + propertyPath: grassTilemap + value: + objectReference: {fileID: 578444664} + - target: {fileID: 9160773117708652564, guid: 832e240404171417c96d1adb49a0bda3, + type: 3} + propertyPath: groundTilemap + value: + objectReference: {fileID: 0} - target: {fileID: 9160773117708652565, guid: 832e240404171417c96d1adb49a0bda3, type: 3} propertyPath: m_RootOrder diff --git a/Assets/Scripts/Behaviours/GroundTileRandomizer.cs b/Assets/Scripts/Behaviours/GroundTileRandomizer.cs new file mode 100644 index 00000000..3f09f281 --- /dev/null +++ b/Assets/Scripts/Behaviours/GroundTileRandomizer.cs @@ -0,0 +1,37 @@ +using UnityEngine; +using System.Linq; +using System.Collections.Generic; + +/// +/// Selects one tile to instantiate from a set of tiles. +/// +public class GroundTileRandomizer : MonoBehaviour +{ + [System.Serializable] + private class WeightedPrefab + { + public GameObject Prefab; + public float Weight; + } + + [SerializeField] + private List tilePrefabs; + + private static List tileRotations = new List + { + Quaternion.AngleAxis(0, Vector3.up), + Quaternion.AngleAxis(90, Vector3.up), + Quaternion.AngleAxis(180, Vector3.up), + Quaternion.AngleAxis(270, Vector3.up), + }; + + void Start() + { + var randomTile = ListHelpers.Choose( + tilePrefabs.Select(tag => tag.Prefab).ToList(), + tilePrefabs.Select(tag => tag.Weight).ToList()); + var tile = Instantiate(randomTile); + tile.transform.SetParent(gameObject.transform); + tile.transform.SetLocalPositionAndRotation(Vector3.zero, ListHelpers.Random(tileRotations)); + } +} diff --git a/Assets/Scripts/Behaviours/GroundTileRandomizer.cs.meta b/Assets/Scripts/Behaviours/GroundTileRandomizer.cs.meta new file mode 100644 index 00000000..7ca14309 --- /dev/null +++ b/Assets/Scripts/Behaviours/GroundTileRandomizer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a0817bca8807f423f898a1e54cf5960b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Readme.md b/Readme.md index 42493c35..e4da8a26 100644 --- a/Readme.md +++ b/Readme.md @@ -152,6 +152,7 @@ I wrote a [blog post on LinkedIn](https://www.linkedin.com/pulse/why-you-should- | Replace water tiles with Stylized Water 2 | https://github.com/nucleartide/Breadforge/pull/63 | | Add ground rule tile + tile palette + example scene | https://github.com/nucleartide/Breadforge/pull/64 | | Integrate 3D tileset with stylized water into current game scene | https://github.com/nucleartide/Breadforge/pull/65 | +| Add rock textures + grass biome | https://github.com/nucleartide/Breadforge/pull/66 | | *This is currently being worked on. Check back soon for updates!* | |