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Procedural Generation 3/21

Nathan Gusatto 2 mesi fa
parent
commit
ac5803d40e

+ 8 - 0
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+ 24 - 0
Assets/Editor/MapGeneratorEditor.cs

@@ -0,0 +1,24 @@
+using UnityEngine;
+using UnityEditor;
+
+[CustomEditor (typeof(MapGenerator))]
+public class MapGeneratorEditor : Editor
+{
+    public override void OnInspectorGUI()
+    {
+        MapGenerator mapGen = (MapGenerator)target;
+
+        if (DrawDefaultInspector())
+        {
+            if (mapGen.autoUpdate)
+            {
+                mapGen.GenerateMap();
+            }
+        }
+
+        if (GUILayout.Button("Generate"))
+        {
+            mapGen.GenerateMap();
+        }
+    }
+}

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Assets/Scenes/SampleScene.unity

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Assets/Scripts/MapDisplay.cs

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+using UnityEngine;
+
+public class MapDisplay : MonoBehaviour
+{
+    public Renderer textureRenderer;
+
+    public void DrawNoiseMap(float[,] noiseMap)
+    {
+        int width = noiseMap.GetLength(0);
+        int height = noiseMap.GetLength(1);
+
+        Texture2D texture = new(width, height);
+
+        Color[] colourMap = new Color[width * height];
+
+        for (int y = 0; y < height; y++)
+        {
+            for (int x = 0; x < width; x++)
+            {
+                colourMap[y * width + x] = Color.Lerp(Color.black, Color.white, noiseMap[x, y]);
+            }
+        }
+        texture.SetPixels(colourMap);
+        texture.Apply();
+
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+        textureRenderer.transform.localScale = new Vector3(width, 1, height);
+    }
+}

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Assets/Scripts/MapGenerator.cs

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+using UnityEngine;
+
+public class MapGenerator : MonoBehaviour
+{
+    public int mapWidth;
+    public int mapHeight;
+    public float noiseScale;
+
+    public int octaves;
+
+    [Range(0,1)]
+    public float persistance;
+    public float lacunarity;
+
+    public int seed;
+    public Vector2 offset;
+
+    public bool autoUpdate;
+
+    public void GenerateMap()
+    {
+        float[,] noiseMap = Noise.GenerateNoiseMap(mapWidth, mapHeight, seed, noiseScale, octaves, persistance, lacunarity, offset);
+
+        MapDisplay display = FindFirstObjectByType<MapDisplay>();
+        display.DrawNoiseMap(noiseMap);
+    }
+
+    private void OnValidate()
+    {
+        if (mapWidth < 1)
+        {
+            mapWidth = 1;
+        }
+        if (mapHeight < 1)
+        {
+            mapHeight = 1;
+        }
+
+        if (lacunarity < 1)
+        {
+            lacunarity = 1;
+        }
+
+        if(octaves < 0)
+        {
+            octaves = 0;
+        }
+    }
+}

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Assets/Scripts/Noise.cs

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+using UnityEngine;
+
+public static class Noise
+{
+    public static float[,] GenerateNoiseMap(int mapWidth, int mapHeight, int seed, float scale, int octaves, float persistance, float lacunarity, Vector2 offset)
+    {
+        float[,] noiseMap = new float[mapWidth, mapHeight];
+
+        System.Random prng = new System.Random(seed);
+        Vector2[] octaveOffsets = new Vector2[octaves];
+        for (int i=0;  i<octaves; i++)
+        {
+            float offsetX = prng.Next(-100000, 100000) + offset.x;
+            float offsetY = prng.Next(-100000, 100000) + offset.y;
+            octaveOffsets[i] = new Vector2(offsetX, offsetY);
+        }
+
+        if(scale <= 0)
+        {
+            scale = .0001f;
+        }
+
+        float maxNoiseHeight = float.MinValue;
+        float minNoiseHeight = float.MaxValue;
+
+        float halfWidth = mapWidth / 2;
+        float halfHeight = mapHeight / 2;
+
+        for(int y = 0;  y < mapHeight; y++)
+        {
+            for(int x = 0; x < mapWidth; x++)
+            {
+                float amplitude = 1;
+                float frequency = 1;
+                float noiseHeight = 0;
+
+                for(int i=0; i<octaves; i++)
+                {
+
+                    float sampleX = (x - halfWidth) / scale * frequency + octaveOffsets[i].x;
+                    float sampleY = (y - halfHeight) / scale * frequency + octaveOffsets[i].y;
+
+                    float perlinValue = Mathf.PerlinNoise(sampleX, sampleY) * 2 - 1;
+                    noiseHeight += perlinValue * amplitude;
+
+                    amplitude *= persistance;
+                    frequency *= lacunarity;
+                }
+
+                if (noiseHeight > maxNoiseHeight)
+                {
+                    maxNoiseHeight = noiseHeight;
+                }
+                else if(noiseHeight < minNoiseHeight)
+                {
+                    minNoiseHeight = noiseHeight;
+                }
+                noiseMap[y, x] = noiseHeight;
+            }
+        }
+
+        for (int y = 0; y < mapHeight; y++)
+        {
+            for (int x = 0; x < mapWidth; x++)
+            {
+                noiseMap[x, y] = Mathf.InverseLerp(minNoiseHeight, maxNoiseHeight, noiseMap[x, y]);
+            }
+        }
+
+        return noiseMap;
+    }
+}

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