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create world from cube prefabs

master
Ken Schaefer 1 year ago
parent
commit
85e8614bc5
  1. 113
      Assets/CameraController.cs
  2. 11
      Assets/CameraController.cs.meta
  3. 107
      Assets/Cube.prefab
  4. 7
      Assets/Cube.prefab.meta
  5. 385
      Assets/Scenes/Section_1.unity
  6. 7
      Assets/Scenes/Section_1.unity.meta
  7. 63
      Assets/WorldController.cs
  8. 11
      Assets/WorldController.cs.meta
  9. 167
      ProjectSettings/SceneTemplateSettings.json

113
Assets/CameraController.cs

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/*Original Code: http://wiki.unity3d.com/index.php?title=MouseOrbitZoom*/
/*Modified by Penny de Byl on 8 Aug 2017.
to Zoom with scroll, orbit with ALT and Pan with Q
*/
using UnityEngine;
using System.Collections;
public class CameraController : MonoBehaviour
{
public Transform target;
public Vector3 targetOffset;
public float distance = 5.0f;
public float maxDistance = 100;
public float minDistance = .6f;
public float xSpeed = 200.0f;
public float ySpeed = 200.0f;
public int yMinLimit = -80;
public int yMaxLimit = 80;
public int zoomRate = 40;
public float panSpeed = 0.3f;
public float zoomDampening = 5.0f;
private float xDeg = 0.0f;
private float yDeg = 0.0f;
private float currentDistance;
private float desiredDistance;
private Quaternion currentRotation;
private Quaternion desiredRotation;
private Quaternion rotation;
private Vector3 position;
void Start() { Init(); }
public void Init()
{
GameObject go = new GameObject("Fake Cam Target");
go.transform.position = transform.position + (transform.forward * distance);
target = go.transform;
distance = Vector3.Distance(transform.position, target.position);
currentDistance = distance;
desiredDistance = distance;
//be sure to grab the current rotations as starting points.
position = transform.position;
rotation = transform.rotation;
currentRotation = transform.rotation;
desiredRotation = transform.rotation;
xDeg = Vector3.Angle(Vector3.right, transform.right );
yDeg = Vector3.Angle(Vector3.up, transform.up );
}
/*
* Camera logic on LateUpdate to only update after all character movement logic has been handled.
*/
void LateUpdate()
{
// If Control and Alt and Middle button? ZOOM!
if (Input.GetMouseButton(0) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
{
desiredDistance -= Input.GetAxis("Mouse Y") * Time.deltaTime * zoomRate*0.125f * Mathf.Abs(desiredDistance);
}
// If middle mouse and left alt are selected? ORBIT
else if (Input.GetMouseButton(0) && Input.GetKey(KeyCode.LeftAlt))
{
xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
////////OrbitAngle
//Clamp the vertical axis for the orbit
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
// set camera rotation
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.rotation;
rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
transform.rotation = rotation;
}
// left mouse button and Q key, we pan by way of transforming the target in screenspace
else if (Input.GetMouseButton(0) && Input.GetKey(KeyCode.Q))
{
//grab the rotation of the camera so we can move in a psuedo local XY space
target.rotation = transform.rotation;
target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
}
////////Orbit Position
// affect the desired Zoom distance if we roll the scrollwheel
desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance);
//clamp the zoom min/max
desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
// For smoothing of the zoom, lerp distance
currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);
// calculate position based on the new currentDistance
position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
transform.position = position;
}
private static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WorldController : MonoBehaviour
{
public GameObject block;
public int worldSize = 2;
public int worldHeight = 2; // y
public int worldWidth = 2; // x
public int worldDepth = 2; // z
public IEnumerator BuildWorld()
{
for(int z = 0; z < worldDepth; z++)
for(int y = 0; y < worldHeight; y++)
{
for(int x = 0; x < worldWidth; x++)
{
// randomizes only the top layer
if (y == worldHeight - 1 && Random.Range(0, 100) < 50) continue;
// randomizes the top two layers
if (y >= worldHeight - 2 && Random.Range(0, 100) < 50) continue;
Vector3 pos = new Vector3(x, y, z);
GameObject cube = GameObject.Instantiate(block, pos, Quaternion.identity);
cube.name = x + "_" + y + "_" + z;
/* My solution
if(y == 0)
{
Vector3 pos = new Vector3(x, y, z);
GameObject cube = GameObject.Instantiate(block, pos, Quaternion.identity);
cube.name = x + "_" + y + "_" + z;
}
else if(Random.Range(0, 2) == 1 && y > 0)
{
Vector3 pos = new Vector3(x, y, z);
GameObject cube = GameObject.Instantiate(block, pos, Quaternion.identity);
cube.name = x + "_" + y + "_" + z;
}
*/
}
yield return null;
}
}
// Start is called before the first frame update
void Start()
{
StartCoroutine(BuildWorld());
}
// Update is called once per frame
void Update()
{
}
}

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