├── .gitignore
├── .vscode
└── settings.json
├── Assets
├── DisableOnPlay.cs
├── DisableOnPlay.cs.meta
├── Editor.meta
├── Editor
│ ├── SplinesEditor.cs
│ ├── SplinesEditor.cs.meta
│ ├── SplinesEditorHelpers.cs
│ └── SplinesEditorHelpers.cs.meta
├── Resources.meta
├── Resources
│ ├── NAMES-F.txt
│ ├── NAMES-F.txt.meta
│ ├── NAMES-M.txt
│ ├── NAMES-M.txt.meta
│ ├── NAMES.txt
│ ├── NAMES.txt.meta
│ ├── PLACES.txt
│ └── PLACES.txt.meta
├── SplineMesh.meta
├── SplineMesh
│ ├── DemoAssets.meta
│ ├── DemoAssets
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── Default.mat
│ │ │ ├── Default.mat.meta
│ │ │ ├── No Name.mat
│ │ │ ├── No Name.mat.meta
│ │ │ ├── OrangeUVTester.mat
│ │ │ ├── OrangeUVTester.mat.meta
│ │ │ ├── ShinyOrange.mat
│ │ │ ├── ShinyOrange.mat.meta
│ │ │ ├── WetBlack.mat
│ │ │ └── WetBlack.mat.meta
│ │ ├── Mesh.meta
│ │ ├── Mesh
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ │ ├── texture.mat
│ │ │ │ └── texture.mat.meta
│ │ │ ├── Railling.fbx
│ │ │ ├── Railling.fbx.meta
│ │ │ ├── cylinder.dae
│ │ │ └── cylinder.dae.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── Capsule.prefab
│ │ │ ├── Capsule.prefab.meta
│ │ │ ├── Light.prefab
│ │ │ ├── Light.prefab.meta
│ │ │ ├── Pillar.prefab
│ │ │ ├── Pillar.prefab.meta
│ │ │ ├── RopeSegment.prefab
│ │ │ └── RopeSegment.prefab.meta
│ │ ├── Texture.meta
│ │ └── Texture
│ │ │ ├── UVTester.png
│ │ │ ├── UVTester.png.meta
│ │ │ ├── normalmap-quad.png
│ │ │ └── normalmap-quad.png.meta
│ ├── Doc.txt
│ ├── Doc.txt.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── Bezier.meta
│ │ ├── Bezier
│ │ │ ├── CubicBezierCurve.cs
│ │ │ ├── CubicBezierCurve.cs.meta
│ │ │ ├── CurveSample.cs
│ │ │ ├── CurveSample.cs.meta
│ │ │ ├── Spline.cs
│ │ │ ├── Spline.cs.meta
│ │ │ ├── SplineNode.cs
│ │ │ ├── SplineNode.cs.meta
│ │ │ ├── SplineSmoother.cs
│ │ │ └── SplineSmoother.cs.meta
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ │ ├── SplineEditor.cs
│ │ │ ├── SplineEditor.cs.meta
│ │ │ ├── SplineExtrusionEditor.cs
│ │ │ └── SplineExtrusionEditor.cs.meta
│ │ ├── Example.meta
│ │ ├── Example
│ │ │ ├── ExampleContortAlong.cs
│ │ │ ├── ExampleContortAlong.cs.meta
│ │ │ ├── ExampleFollowSpline.cs
│ │ │ ├── ExampleFollowSpline.cs.meta
│ │ │ ├── ExampleGrowingRoot.cs
│ │ │ ├── ExampleGrowingRoot.cs.meta
│ │ │ ├── ExampleSower.cs
│ │ │ ├── ExampleSower.cs.meta
│ │ │ ├── ExampleTentacle.cs
│ │ │ ├── ExampleTentacle.cs.meta
│ │ │ ├── ExampleTrack.cs
│ │ │ ├── ExampleTrack.cs.meta
│ │ │ ├── RopeBuilder.cs
│ │ │ └── RopeBuilder.cs.meta
│ │ ├── MeshProcessing.meta
│ │ ├── MeshProcessing
│ │ │ ├── ExtrusionSegment.cs
│ │ │ ├── ExtrusionSegment.cs.meta
│ │ │ ├── MeshBender.cs
│ │ │ ├── MeshBender.cs.meta
│ │ │ ├── MeshVertex.cs
│ │ │ ├── MeshVertex.cs.meta
│ │ │ ├── SourceMesh.cs
│ │ │ ├── SourceMesh.cs.meta
│ │ │ ├── SplineExtrusion.cs
│ │ │ ├── SplineExtrusion.cs.meta
│ │ │ ├── SplineMeshTiling.cs
│ │ │ └── SplineMeshTiling.cs.meta
│ │ ├── Utils.meta
│ │ └── Utils
│ │ │ ├── CameraUtility.cs
│ │ │ ├── CameraUtility.cs.meta
│ │ │ ├── MeshUtility.cs
│ │ │ ├── MeshUtility.cs.meta
│ │ │ ├── UOUtility.cs
│ │ │ └── UOUtility.cs.meta
│ ├── Showcase.unity
│ └── Showcase.unity.meta
├── TownGenerator.meta
├── TownGenerator
│ ├── Materials.meta
│ ├── Materials
│ │ ├── Building.mat
│ │ ├── Building.mat.meta
│ │ ├── Gate.mat
│ │ ├── Gate.mat.meta
│ │ ├── Overlays.meta
│ │ ├── Overlays
│ │ │ ├── Castle.mat
│ │ │ ├── Castle.mat.meta
│ │ │ ├── CityCentre.mat
│ │ │ ├── CityCentre.mat.meta
│ │ │ ├── FarmArea.mat
│ │ │ ├── FarmArea.mat.meta
│ │ │ ├── OuterCity.mat
│ │ │ ├── OuterCity.mat.meta
│ │ │ ├── PoorArea.mat
│ │ │ ├── PoorArea.mat.meta
│ │ │ ├── RichArea.mat
│ │ │ ├── RichArea.mat.meta
│ │ │ ├── Water.mat
│ │ │ ├── Water.mat.meta
│ │ │ ├── WithinWalls.mat
│ │ │ └── WithinWalls.mat.meta
│ │ ├── Road.mat
│ │ ├── Road.mat.meta
│ │ ├── Tower.mat
│ │ ├── Tower.mat.meta
│ │ ├── Wall.mat
│ │ └── Wall.mat.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── MMscene.unity
│ │ └── MMscene.unity.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── MeshUtils.meta
│ │ ├── MeshUtils
│ │ ├── Cube.cs
│ │ ├── Cube.cs.meta
│ │ ├── MeshExtrusion.cs
│ │ ├── MeshExtrusion.cs.meta
│ │ ├── Polygon.cs
│ │ ├── Polygon.cs.meta
│ │ ├── Triangulator.cs
│ │ └── Triangulator.cs.meta
│ │ ├── Town.meta
│ │ ├── Town
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ │ ├── TownBuilderEditor.cs
│ │ │ └── TownBuilderEditor.cs.meta
│ │ ├── TownBuilder.cs
│ │ ├── TownBuilder.cs.meta
│ │ ├── TownLib.meta
│ │ └── TownLib
│ │ │ ├── Area.cs
│ │ │ ├── Area.cs.meta
│ │ │ ├── Building.cs
│ │ │ ├── Building.cs.meta
│ │ │ ├── Castle.cs
│ │ │ ├── Castle.cs.meta
│ │ │ ├── Clipper.meta
│ │ │ ├── Clipper
│ │ │ ├── Clipper.cs
│ │ │ └── Clipper.cs.meta
│ │ │ ├── Geom.meta
│ │ │ ├── Geom
│ │ │ ├── Edge.cs
│ │ │ ├── Edge.cs.meta
│ │ │ ├── GeometryHelpers.cs
│ │ │ ├── GeometryHelpers.cs.meta
│ │ │ ├── Polygon.cs
│ │ │ ├── Polygon.cs.meta
│ │ │ ├── Rectangle.cs
│ │ │ ├── Rectangle.cs.meta
│ │ │ ├── Vector2.cs
│ │ │ ├── Vector2.cs.meta
│ │ │ ├── Vector2LengthComparer.cs
│ │ │ ├── Vector2LengthComparer.cs.meta
│ │ │ ├── Voronoi.cs
│ │ │ └── Voronoi.cs.meta
│ │ │ ├── Graph.cs
│ │ │ ├── Graph.cs.meta
│ │ │ ├── ListExtensions.cs
│ │ │ ├── ListExtensions.cs.meta
│ │ │ ├── Node.cs
│ │ │ ├── Node.cs.meta
│ │ │ ├── Patch.cs
│ │ │ ├── Patch.cs.meta
│ │ │ ├── Topology.cs
│ │ │ ├── Topology.cs.meta
│ │ │ ├── Town.cs
│ │ │ ├── Town.cs.meta
│ │ │ ├── TownGeometry.cs
│ │ │ ├── TownGeometry.cs.meta
│ │ │ ├── TownMeshRenderer.cs
│ │ │ ├── TownMeshRenderer.cs.meta
│ │ │ ├── TownMeshRendererOptions.cs
│ │ │ ├── TownMeshRendererOptions.cs.meta
│ │ │ ├── TownOptions.cs
│ │ │ ├── TownOptions.cs.meta
│ │ │ ├── TownRenderer.cs
│ │ │ ├── TownRenderer.cs.meta
│ │ │ ├── Wall.cs
│ │ │ └── Wall.cs.meta
│ │ ├── Utils.meta
│ │ └── Utils
│ │ ├── Random.cs
│ │ └── Random.cs.meta
├── TrackTownCameraComponent.cs
├── TrackTownCameraComponent.cs.meta
├── TrackYComponent.cs
├── TrackYComponent.cs.meta
├── _Graphs.meta
├── _Graphs
│ ├── TownGenerator FLATTEN BUILDINGS.asset
│ ├── TownGenerator FLATTEN BUILDINGS.asset.meta
│ ├── TownGenerator.asset
│ └── TownGenerator.asset.meta
├── _Image.meta
├── _Image
│ ├── 662671-200.png
│ ├── 662671-200.png.meta
│ ├── Blank.tga
│ ├── Blank.tga.meta
│ ├── bluehouse.png
│ ├── bluehouse.png.meta
│ ├── castle icon.mat
│ ├── castle icon.mat.meta
│ ├── footsteps.png
│ ├── footsteps.png.meta
│ ├── house.png
│ ├── house.png.meta
│ ├── loadingCircle.png
│ ├── loadingCircle.png.meta
│ ├── mapMask.png
│ ├── mapMask.png.meta
│ ├── mapMaskinner.png
│ ├── mapMaskinner.png.meta
│ ├── mapborder.png
│ ├── mapborder.png.meta
│ ├── playerIcon.png
│ ├── playerIcon.png.meta
│ ├── yellowhouse.png
│ └── yellowhouse.png.meta
├── _Layers.meta
├── _Layers
│ ├── CliffBright.terrainlayer
│ ├── CliffBright.terrainlayer.meta
│ ├── CliffDark.terrainlayer
│ ├── CliffDark.terrainlayer.meta
│ ├── CliffPink.terrainlayer
│ ├── CliffPink.terrainlayer.meta
│ ├── Dirt 1.terrainlayer
│ ├── Dirt 1.terrainlayer.meta
│ ├── Dirt.terrainlayer
│ ├── Dirt.terrainlayer.meta
│ ├── Grass.terrainlayer
│ ├── Grass.terrainlayer.meta
│ ├── GrassYellow.terrainlayer
│ ├── GrassYellow.terrainlayer.meta
│ ├── Gravel.terrainlayer
│ └── Gravel.terrainlayer.meta
├── _Materials.meta
├── _Materials
│ ├── Blue.mat
│ ├── Blue.mat.meta
│ ├── Building.mat
│ ├── Building.mat.meta
│ ├── Castle.mat
│ ├── Castle.mat.meta
│ ├── CityCentre.mat
│ ├── CityCentre.mat.meta
│ ├── Door.mat
│ ├── Door.mat.meta
│ ├── Farm.mat
│ ├── Farm.mat.meta
│ ├── FarmArea.mat
│ ├── FarmArea.mat.meta
│ ├── Gate.mat
│ ├── Gate.mat.meta
│ ├── HiddenCity.mat
│ ├── HiddenCity.mat.meta
│ ├── House.mat
│ ├── House.mat.meta
│ ├── IconPlayer.mat
│ ├── IconPlayer.mat.meta
│ ├── Jail.mat
│ ├── Jail.mat.meta
│ ├── Map.mat
│ ├── Map.mat.meta
│ ├── MapRoads.mat
│ ├── MapRoads.mat.meta
│ ├── MarkerCube.mat
│ ├── MarkerCube.mat.meta
│ ├── MarkerHouse.mat
│ ├── MarkerHouse.mat.meta
│ ├── MarkerHouse2.mat
│ ├── MarkerHouse2.mat.meta
│ ├── Market.mat
│ ├── Market.mat.meta
│ ├── Mill.mat
│ ├── Mill.mat.meta
│ ├── OuterCity.mat
│ ├── OuterCity.mat.meta
│ ├── PoorArea.mat
│ ├── PoorArea.mat.meta
│ ├── Portal.mat
│ ├── Portal.mat.meta
│ ├── Red.mat
│ ├── Red.mat.meta
│ ├── RichArea.mat
│ ├── RichArea.mat.meta
│ ├── Road.mat
│ ├── Road.mat.meta
│ ├── SKYBOX.mat
│ ├── SKYBOX.mat.meta
│ ├── Tavern.mat
│ ├── Tavern.mat.meta
│ ├── Temple.mat
│ ├── Temple.mat.meta
│ ├── Tower.mat
│ ├── Tower.mat.meta
│ ├── TownAreaOverlay.mat
│ ├── TownAreaOverlay.mat.meta
│ ├── TownCenter.mat
│ ├── TownCenter.mat.meta
│ ├── Wall.mat
│ ├── Wall.mat.meta
│ ├── Water.mat
│ ├── Water.mat.meta
│ ├── WithinWalls.mat
│ ├── WithinWalls.mat.meta
│ ├── Yellow.mat
│ ├── Yellow.mat.meta
│ ├── _Image.meta
│ └── _Image
│ │ ├── Ground_Grassy_01.tif
│ │ ├── Ground_Grassy_01.tif.meta
│ │ ├── Ground_Grassy_01N.tif
│ │ ├── Ground_Grassy_01N.tif.meta
│ │ ├── TownCamera.renderTexture
│ │ └── TownCamera.renderTexture.meta
├── _Prefabs.meta
├── _Prefabs
│ ├── Capsule.prefab
│ ├── Capsule.prefab.meta
│ ├── Castle.prefab
│ ├── Castle.prefab.meta
│ ├── Footsteps.prefab
│ ├── Footsteps.prefab.meta
│ ├── GateHouse.prefab
│ ├── GateHouse.prefab.meta
│ ├── GateHouseOffset.prefab
│ ├── GateHouseOffset.prefab.meta
│ ├── House.prefab
│ ├── House.prefab.meta
│ ├── HouseAltTwo.prefab
│ ├── HouseAltTwo.prefab.meta
│ ├── IconHouse.prefab
│ ├── IconHouse.prefab.meta
│ ├── IconPlayer.prefab
│ ├── IconPlayer.prefab.meta
│ ├── IconPoint.prefab
│ ├── IconPoint.prefab.meta
│ ├── IconTown.prefab
│ ├── IconTown.prefab.meta
│ ├── ItsASign.prefab
│ ├── ItsASign.prefab.meta
│ ├── Market.prefab
│ ├── Market.prefab.meta
│ ├── MasterSpawnerFENCE.prefab
│ ├── MasterSpawnerFENCE.prefab.meta
│ ├── MasterSpawnerGATEHOUSE.prefab
│ ├── MasterSpawnerGATEHOUSE.prefab.meta
│ ├── MasterSpawnerWALL.prefab
│ ├── MasterSpawnerWALL.prefab.meta
│ ├── POI.prefab
│ ├── POI.prefab.meta
│ ├── SPLINE_WALL_PREFAB.prefab
│ ├── SPLINE_WALL_PREFAB.prefab.meta
│ ├── SPLINE_WALL_PREFAB_2.prefab
│ ├── SPLINE_WALL_PREFAB_2.prefab.meta
│ ├── SPLINE_WALL_PREFAB_2_OFFSET.prefab
│ ├── SPLINE_WALL_PREFAB_2_OFFSET.prefab.meta
│ ├── SPLINE_WALL_PREFAB_OFFSET.prefab
│ ├── SPLINE_WALL_PREFAB_OFFSET.prefab.meta
│ ├── Signpost.prefab
│ ├── Signpost.prefab.meta
│ ├── SignpostWriter.prefab
│ ├── SignpostWriter.prefab.meta
│ ├── SpikeHolder.prefab
│ ├── SpikeHolder.prefab.meta
│ ├── Tower.prefab
│ ├── Tower.prefab.meta
│ ├── TowerOffset.prefab
│ ├── TowerOffset.prefab.meta
│ ├── TownCenter.prefab
│ ├── TownCenter.prefab.meta
│ ├── WorldMessage.prefab
│ └── WorldMessage.prefab.meta
├── _Scenes.meta
├── _Scenes
│ ├── SampleScene.unity
│ ├── SampleScene.unity.meta
│ ├── Town-CentreTextured-FlattenedExteriorHouseBases.unity
│ └── Town-CentreTextured-FlattenedExteriorHouseBases.unity.meta
├── _Scripts.meta
└── _Scripts
│ ├── AOTABundle.cs
│ ├── AOTABundle.cs.meta
│ ├── ARCHIVED_FOR_FUTURE.meta
│ ├── BendyControlMark1.cs
│ ├── BendyControlMark1.cs.meta
│ ├── BillboardText.cs
│ ├── BillboardText.cs.meta
│ ├── Classes.meta
│ ├── ElvenizeAndHelper.cs
│ ├── ElvenizeAndHelper.cs.meta
│ ├── FlyCam.cs
│ ├── FlyCam.cs.meta
│ ├── FollowWithFixedY.cs
│ ├── FollowWithFixedY.cs.meta
│ ├── FollowXZWithDynamicY.cs
│ ├── FollowXZWithDynamicY.cs.meta
│ ├── GenerateNameForTile.cs
│ ├── GenerateNameForTile.cs.meta
│ ├── GlobalRandomObjectsMark1.cs
│ ├── GlobalRandomObjectsMark1.cs.meta
│ ├── HoleOutMark1.cs
│ ├── HoleOutMark1.cs.meta
│ ├── Instruments.cs
│ ├── Instruments.cs.meta
│ ├── Invert_MARK1.cs
│ ├── Invert_MARK1.cs.meta
│ ├── KeyBind.cs
│ ├── KeyBind.cs.meta
│ ├── MapKeyBind.cs
│ ├── MapKeyBind.cs.meta
│ ├── MapMagicRuntimeGeneratorsAOTATownTest.cs
│ ├── MapMagicRuntimeGeneratorsAOTATownTest.cs.meta
│ ├── MapSplineOutMark1.cs
│ ├── MapSplineOutMark1.cs.meta
│ ├── MaskToZero.cs
│ ├── MaskToZero.cs.meta
│ ├── MeshFromImage.cs
│ ├── MeshFromImage.cs.meta
│ ├── MultiFloor.cs
│ ├── MultiFloor.cs.meta
│ ├── ObjectSpawner.cs
│ ├── ObjectSpawner.cs.meta
│ ├── PlaceObjects.cs
│ ├── PlaceObjects.cs.meta
│ ├── PositioningSettingsSplines.cs
│ ├── PositioningSettingsSplines.cs.meta
│ ├── RandomGen.cs
│ ├── RandomGen.cs.meta
│ ├── RandomName.cs
│ ├── RandomName.cs.meta
│ ├── RenderToImage.cs
│ ├── RenderToImage.cs.meta
│ ├── RunOnTileActionEvent.cs
│ ├── RunOnTileActionEvent.cs.meta
│ ├── SplineSysWithPrefab.cs
│ ├── SplineSysWithPrefab.cs.meta
│ ├── SplinesClamp.cs
│ ├── SplinesClamp.cs.meta
│ ├── SplinesGeneratorsAutoFromObjects.cs
│ ├── SplinesGeneratorsAutoFromObjects.cs.meta
│ ├── SplinesGeneratorsCityLink.cs
│ ├── SplinesGeneratorsCityLink.cs.meta
│ ├── SplinesGeneratorsNoisyStroke.cs
│ ├── SplinesGeneratorsNoisyStroke.cs.meta
│ ├── SplinesGeneratorsSplineMesh.cs
│ ├── SplinesGeneratorsSplineMesh.cs.meta
│ ├── SplinesNodesToObjects.cs
│ ├── SplinesNodesToObjects.cs.meta
│ ├── SubdivideControl.cs
│ ├── SubdivideControl.cs.meta
│ ├── ToggleEnabledOnCollisionStay.cs
│ ├── ToggleEnabledOnCollisionStay.cs.meta
│ ├── TownGlobalObject.cs
│ ├── TownGlobalObject.cs.meta
│ ├── TownGlobalObjectService.cs
│ ├── TownGlobalObjectService.cs.meta
│ ├── TownInitService.cs
│ ├── TownInitService.cs.meta
│ ├── TownRequest.cs
│ ├── TownRequest.cs.meta
│ ├── TownTilePreRender.cs
│ ├── TownTilePreRender.cs.meta
│ ├── TownTileRenderer.cs
│ ├── TownTileRenderer.cs.meta
│ ├── TypedSpline.cs
│ ├── TypedSpline.cs.meta
│ ├── WigglerMini.cs
│ ├── WigglerMini.cs.meta
│ ├── _DISPLAY_MARK1.cs
│ ├── _DISPLAY_MARK1.cs.meta
│ ├── _Monobehaviours.meta
│ └── _Monobehaviours
│ ├── ActivateChildrenOnEnableAfterTime.cs
│ ├── ActivateChildrenOnEnableAfterTime.cs.meta
│ ├── AlignNodesToTerrainOnEnable.cs
│ ├── AlignNodesToTerrainOnEnable.cs.meta
│ ├── AlignOnEnable.cs
│ ├── AlignOnEnable.cs.meta
│ ├── LerpToGround.cs
│ ├── LerpToGround.cs.meta
│ ├── LerpToGroundAfterDelay.cs
│ ├── LerpToGroundAfterDelay.cs.meta
│ ├── RotateTowardsThingOnEnable.cs
│ ├── RotateTowardsThingOnEnable.cs.meta
│ ├── SpawnAndWriteSigns.cs
│ └── SpawnAndWriteSigns.cs.meta
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
├── Readme.md
└── TownGenerator.unitypackage
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 |
8 | .DS_Store
9 |
10 | # Visual Studio cache directory
11 | .vs/
12 |
13 | # Autogenerated VS/MD/Consulo solution and project files
14 | ExportedObj/
15 | .consulo/
16 | *.csproj
17 | *.unityproj
18 | *.sln
19 | *.suo
20 | *.tmp
21 | *.user
22 | *.userprefs
23 | *.pidb
24 | *.booproj
25 | *.svd
26 | *.pdb
27 | *.opendb
28 |
29 | # Unity3D generated meta files
30 | *.pidb.meta
31 | *.pdb.meta
32 |
33 | # Unity3D Generated File On Crash Reports
34 | sysinfo.txt
35 |
36 | # Builds
37 | *.apk
--------------------------------------------------------------------------------
/.vscode/settings.json:
--------------------------------------------------------------------------------
1 | {
2 | "files.exclude":
3 | {
4 | "**/.DS_Store":true,
5 | "**/.git":true,
6 | "**/.gitignore":true,
7 | "**/.gitmodules":true,
8 | "**/*.booproj":true,
9 | "**/*.pidb":true,
10 | "**/*.suo":true,
11 | "**/*.user":true,
12 | "**/*.userprefs":true,
13 | "**/*.unityproj":true,
14 | "**/*.dll":true,
15 | "**/*.exe":true,
16 | "**/*.pdf":true,
17 | "**/*.mid":true,
18 | "**/*.midi":true,
19 | "**/*.wav":true,
20 | "**/*.gif":true,
21 | "**/*.ico":true,
22 | "**/*.jpg":true,
23 | "**/*.jpeg":true,
24 | "**/*.png":true,
25 | "**/*.psd":true,
26 | "**/*.tga":true,
27 | "**/*.tif":true,
28 | "**/*.tiff":true,
29 | "**/*.3ds":true,
30 | "**/*.3DS":true,
31 | "**/*.fbx":true,
32 | "**/*.FBX":true,
33 | "**/*.lxo":true,
34 | "**/*.LXO":true,
35 | "**/*.ma":true,
36 | "**/*.MA":true,
37 | "**/*.obj":true,
38 | "**/*.OBJ":true,
39 | "**/*.asset":true,
40 | "**/*.cubemap":true,
41 | "**/*.flare":true,
42 | "**/*.mat":true,
43 | "**/*.meta":true,
44 | "**/*.prefab":true,
45 | "**/*.unity":true,
46 | "build/":true,
47 | "Build/":true,
48 | "Library/":true,
49 | "library/":true,
50 | "obj/":true,
51 | "Obj/":true,
52 | "ProjectSettings/":true,
53 | "temp/":true,
54 | "Temp/":true
55 | }
56 | }
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/Assets/DisableOnPlay.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class DisableOnPlay : MonoBehaviour
6 | {
7 | // Start is called before the first frame update
8 | void Start()
9 | {
10 |
11 | this.gameObject.SetActive(false);
12 | }
13 |
14 |
15 |
16 | }
17 |
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/Assets/Editor/SplinesEditor.cs:
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1 | using System;
2 | using UnityEngine;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | //using UnityEngine.Profiling;
6 |
7 | using Den.Tools;
8 | using Den.Tools.Matrices;
9 | using Den.Tools.GUI;
10 | using MapMagic.Core;
11 | using MapMagic.Products;
12 | using MapMagic.Nodes.GUI;
13 | using MapMagic.Nodes;
14 |
15 | namespace Twobob.Mm2
16 | {
17 |
18 | public partial class SplinesEditor
19 | {
20 |
21 | [Draw.Editor(typeof(MapSplineOutMark1))]
22 | public static void DrawObjectsOutput(MapSplineOutMark1 gen)
23 | {
24 | if (gen.posSettings == null) gen.posSettings = MapSplineOutMark1.CreatePosSettings(gen);
25 |
26 | using (Cell.LineStd)
27 | DrawObjectPrefabs(ref gen.prefabs, gen.guiMultiprefab, treeIcon: true);
28 |
29 | gen.allowReposition = false;
30 |
31 |
32 | using (Cell.LinePx(0))
33 | using (Cell.Padded(2, 2, 0, 0))
34 | {
35 | using (Cell.LineStd) Draw.ToggleLeft(ref gen.guiMultiprefab, "Multi-Prefab");
36 |
37 | Cell.EmptyRowPx(4);
38 | DrawPositioningSettings(gen.posSettings, billboardRotWaring: false);
39 | }
40 | }
41 |
42 |
43 | }
44 | }
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/Assets/SplineMesh/Scripts/Example/ExampleFollowSpline.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEditor;
4 | using UnityEngine;
5 |
6 | namespace SplineMesh {
7 | ///
8 | /// Example of component to show that the spline is an independant mathematical component and can be used for other purposes than mesh deformation.
9 | ///
10 | /// This component is only for demo purpose and is not intended to be used as-is.
11 | ///
12 | /// We only move an object along the spline. Imagine a camera route, a ship patrol...
13 | ///
14 | [ExecuteInEditMode]
15 | [RequireComponent(typeof(Spline))]
16 | public class ExampleFollowSpline : MonoBehaviour {
17 | private GameObject generated;
18 | private Spline spline;
19 | private float rate = 0;
20 |
21 | public GameObject Follower;
22 | public float DurationInSecond;
23 |
24 | private void OnEnable() {
25 | rate = 0;
26 | string generatedName = "generated by " + GetType().Name;
27 | var generatedTranform = transform.Find(generatedName);
28 | generated = generatedTranform != null ? generatedTranform.gameObject : Instantiate(Follower, gameObject.transform);
29 | generated.name = generatedName;
30 |
31 | spline = GetComponent();
32 | #if UNITY_EDITOR
33 | EditorApplication.update += EditorUpdate;
34 | #endif
35 | }
36 |
37 | void OnDisable() {
38 | #if UNITY_EDITOR
39 | EditorApplication.update -= EditorUpdate;
40 | #endif
41 | }
42 |
43 | void EditorUpdate() {
44 | rate += Time.deltaTime / DurationInSecond;
45 | if (rate > spline.nodes.Count - 1) {
46 | rate -= spline.nodes.Count - 1;
47 | }
48 | PlaceFollower();
49 | }
50 |
51 | private void PlaceFollower() {
52 | if (generated != null) {
53 | CurveSample sample = spline.GetSample(rate);
54 | generated.transform.localPosition = sample.location;
55 | generated.transform.localRotation = sample.Rotation;
56 | }
57 | }
58 | }
59 | }
60 |
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/Assets/SplineMesh/Scripts/Example/ExampleTentacle.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | namespace SplineMesh {
7 | ///
8 | /// Example of component to bend a mesh along a spline with some interpolation of scales and rolls. This component can be used as-is but will most likely be a base for your own component.
9 | ///
10 | /// For explanations of the base component,
11 | ///
12 | /// In this component, we have added properties to make scale and roll vary between spline start and end.
13 | /// Intermediate scale and roll values are calculated at each spline node accordingly to the distance, then given to the MeshBenders component.
14 | /// MeshBender applies scales and rolls values by interpollation if they differ from strat to end of the curve.
15 | ///
16 | /// You can easily imagine a list of scales to apply to each node independantly to create your own variation.
17 | ///
18 | [DisallowMultipleComponent]
19 | public class ExampleTentacle : MonoBehaviour {
20 | private Spline spline { get => GetComponent(); }
21 |
22 | public float startScale = 1, endScale = 1;
23 | public float startRoll = 0, endRoll = 0;
24 |
25 | private void OnValidate() {
26 | // apply scale and roll at each node
27 | float currentLength = 0;
28 | foreach (CubicBezierCurve curve in spline.GetCurves()) {
29 | float startRate = currentLength / spline.Length;
30 | currentLength += curve.Length;
31 | float endRate = currentLength / spline.Length;
32 |
33 | curve.n1.Scale = Vector2.one * (startScale + (endScale - startScale) * startRate);
34 | curve.n2.Scale = Vector2.one * (startScale + (endScale - startScale) * endRate);
35 |
36 | curve.n1.Roll = startRoll + (endRoll - startRoll) * startRate;
37 | curve.n2.Roll = startRoll + (endRoll - startRoll) * endRate;
38 | }
39 | }
40 | }
41 | }
42 |
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1 | using UnityEngine;
2 | using UnityEditor;
3 | using System;
4 |
5 | namespace SplineMesh {
6 | [Serializable]
7 | public class MeshVertex {
8 | public Vector3 position;
9 | public Vector3 normal;
10 | public Vector2 uv;
11 |
12 | public MeshVertex(Vector3 position, Vector3 normal, Vector2 uv) {
13 | this.position = position;
14 | this.normal = normal;
15 | this.uv = uv;
16 | }
17 |
18 | public MeshVertex(Vector3 position, Vector3 normal)
19 | : this(position, normal, Vector2.zero)
20 | {
21 | }
22 | }
23 | }
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using UnityEngine;
6 |
7 | namespace SplineMesh {
8 | public static class CameraUtility {
9 | public static bool IsOnScreen(Vector3 position) {
10 | Vector3 onScreen = Camera.current.WorldToViewportPoint(position);
11 | return onScreen.z > 0 && onScreen.x > 0 && onScreen.y > 0 && onScreen.x < 1 && onScreen.y < 1;
12 | }
13 | }
14 | }
15 |
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1 | using UnityEngine;
2 | using UnityEditor;
3 | using System.Linq;
4 | using System;
5 |
6 | namespace SplineMesh {
7 | public static class UOUtility {
8 | public static GameObject Create(string name, GameObject parent, params Type[] components) {
9 | var res = new GameObject(name, components);
10 | res.transform.parent = parent.transform;
11 | res.transform.localPosition = Vector3.zero;
12 | res.transform.localScale = Vector3.one;
13 | res.transform.localRotation = Quaternion.identity;
14 | return res;
15 | }
16 |
17 | public static GameObject Instantiate(GameObject prefab, Transform parent) {
18 | var res = UnityEngine.Object.Instantiate(prefab, parent);
19 | res.transform.localPosition = Vector3.zero;
20 | res.transform.localRotation = Quaternion.identity;
21 | res.transform.localScale = Vector3.one;
22 | return res;
23 | }
24 |
25 | public static void Destroy(GameObject go) {
26 | if (Application.isPlaying) {
27 | UnityEngine.Object.Destroy(go);
28 | } else {
29 | UnityEngine.Object.DestroyImmediate(go);
30 | }
31 | }
32 |
33 | public static void Destroy(Component comp) {
34 | if (Application.isPlaying) {
35 | UnityEngine.Object.Destroy(comp);
36 | } else {
37 | UnityEngine.Object.DestroyImmediate(comp);
38 | }
39 | }
40 |
41 | public static void DestroyChildren(GameObject go) {
42 | var childList = go.transform.Cast().ToList();
43 | foreach (Transform childTransform in childList) {
44 | Destroy(childTransform.gameObject);
45 | }
46 | }
47 | }
48 | }
49 |
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1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | [CustomEditor (typeof (TownBuilder))]
5 | public class TownBuilderEditor : Editor
6 | {
7 | public override void OnInspectorGUI ()
8 | {
9 | base.OnInspectorGUI ();
10 | TownBuilder builder = target as TownBuilder;
11 |
12 | if (GUILayout.Button ("Generate"))
13 | {
14 | builder.Generate ();
15 | }
16 |
17 | if (GUILayout.Button ("Generate Random"))
18 | {
19 | builder.GenerateRandom ();
20 | }
21 | }
22 | }
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/Assets/TownGenerator/Scripts/Town/TownBuilder.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using Town;
4 | using UnityEngine;
5 | using UnityEngine.Profiling;
6 |
7 | public class TownBuilder : MonoBehaviour
8 | {
9 | public TownOptions townOptions = new TownOptions ();
10 | public TownMeshRendererOptions rendererOptions = new TownMeshRendererOptions ();
11 |
12 | public void Clear ()
13 | {
14 | if (rendererOptions.Root == null)
15 | {
16 | rendererOptions.Root = new GameObject ("TownRoot").transform;
17 | }
18 | for (int i = rendererOptions.Root.childCount - 1; i > -1; i--)
19 | {
20 | DestroyImmediate (rendererOptions.Root.GetChild (i).gameObject);
21 | }
22 | }
23 |
24 | public void GenerateRandom ()
25 | {
26 | townOptions.Seed = Random.Range (1, 999999);
27 | Generate ();
28 | }
29 |
30 | public void Generate ()
31 | {
32 | Clear ();
33 | Profiler.BeginSample ("TownGenerator");
34 |
35 | var town = new Town.Town (townOptions);
36 |
37 | var renderer = new TownMeshRenderer (town, townOptions, rendererOptions);
38 |
39 | renderer.Generate ();
40 |
41 | Profiler.EndSample ();
42 | }
43 | }
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/Assets/TownGenerator/Scripts/Town/TownLib/Castle.cs:
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1 | namespace Town
2 | {
3 | public class Castle
4 | {
5 | public Patch Patch { get; }
6 | public Wall Wall { get; set; }
7 |
8 | public Castle(Patch patch)
9 | {
10 | Patch = patch;
11 | Patch.HasCastle = true;
12 | }
13 | }
14 | }
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/Assets/TownGenerator/Scripts/Town/TownLib/Geom/GeometryHelpers.cs:
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1 | using System;
2 |
3 | namespace Town.Geom
4 | {
5 | public static class GeometryHelpers
6 | {
7 | public static Vector2 IntersectLines(float x1, float y1, float dx1, float dy1, float x2, float y2, float dx2,
8 | float dy2)
9 | {
10 | var d = dx1 * dy2 - dy1 * dx2;
11 | if (Math.Abs(d) < 0.01)
12 | {
13 | return Vector2.Invalid;
14 | }
15 |
16 | var t2 = (dy1 * (x2 - x1) - dx1 * (y2 - y1)) / d;
17 | var t1 = Math.Abs(dx1) > 0.0001 ? (x2 - x1 + dx2 * t2) / dx1 : (y2 - y1 + dy2 * t2) / dy1;
18 |
19 | return new Vector2(t1, t2);
20 | }
21 |
22 | public static Vector2 Interpolate(Vector2 p1, Vector2 p2, float ratio = 0.5f)
23 | {
24 | var d = p2 - p1;
25 | return new Vector2(p1.x + d.x * ratio, p1.y + d.y * ratio);
26 | }
27 |
28 | //public static inline function scalar(x1:Float, y1:Float, x2:Float, y2:Float )
29 | //return x1* x2 + y1* y2;
30 |
31 | public static float CrossProduct(float x1, float y1, float x2, float y2)
32 | {
33 | return x1 * y2 - y1 * x2;
34 | }
35 |
36 | public static float DistanceToLine(Vector2 a, Vector2 b, Vector2 p)
37 | {
38 | var ap = p - a;
39 | var ab = b - a;
40 |
41 | return Vector2.Dot(ap, ab) / (ab.Length * ab.Length);
42 | }
43 |
44 | }
45 | }
--------------------------------------------------------------------------------
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/Assets/TownGenerator/Scripts/Town/TownLib/Geom/Rectangle.cs:
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1 | namespace Town.Geom
2 | {
3 | public struct Rectangle
4 | {
5 | public static readonly Rectangle Zero = new Rectangle(0, 0, 0, 0);
6 | public static readonly Rectangle One = new Rectangle(1, 1, 1, 1);
7 |
8 | public float X, Y, Width, Height;
9 |
10 | public Rectangle(float x, float y, float width, float height)
11 | {
12 | X = x;
13 | Y = y;
14 | Width = width;
15 | Height = height;
16 | }
17 |
18 | public float Left => X;
19 |
20 | public float Right => X + Width;
21 |
22 | public float Top => Y;
23 |
24 | public float Bottom => Y + Height;
25 |
26 | public Vector2 TopLeft => new Vector2(Left, Top);
27 |
28 | public Vector2 BottomRight => new Vector2(Right, Bottom);
29 |
30 | public Rectangle Expand(float amount)
31 | {
32 | return new Rectangle(X - amount, Y - amount, Width + 2 * amount, Height + 2 * amount);
33 | }
34 |
35 | public string ToSvgViewport()
36 | {
37 | return $"{X} {Y} {Width} {Height}";
38 | }
39 | }
40 | }
--------------------------------------------------------------------------------
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/Assets/TownGenerator/Scripts/Town/TownLib/Geom/Vector2LengthComparer.cs:
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1 | using System.Collections.Generic;
2 |
3 | namespace Town.Geom
4 | {
5 | public class Vector2LengthComparer : IComparer
6 | {
7 | public int Compare(Vector2 x, Vector2 y)
8 | {
9 | return x.Length.CompareTo(y.Length);
10 | }
11 | }
12 | }
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/Assets/TownGenerator/Scripts/Town/TownLib/ListExtensions.cs:
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1 | using System.Collections.Generic;
2 | using System.Linq;
3 | using Town.Geom;
4 |
5 | namespace Town
6 | {
7 | public static class ListExtensions
8 | {
9 | public static void RemoveFirstIfPossible(this List list)
10 | {
11 | if (list.Any())
12 | {
13 | list.RemoveAt(0);
14 | }
15 | }
16 |
17 | public static List SmoothVertexList(this List list, float amount = 1f)
18 | {
19 | var v1 = list[0];
20 | var v2 = list[1];
21 |
22 | var newVertices = new List {list[0]};
23 |
24 | for (var v = 1; v < list.Count - 1; v++)
25 | {
26 | var v0 = v1;
27 | v1 = v2;
28 | v2 = list[v + 1];
29 | newVertices.Add(new Vector2((v0.x + v1.x * amount + v2.x) / (2 + amount), (v0.y + v1.y * amount + v2.y) / (2 + amount)));
30 | }
31 |
32 | newVertices.Add(list.Last());
33 |
34 | return newVertices;
35 | }
36 | }
37 | }
--------------------------------------------------------------------------------
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/Assets/TownGenerator/Scripts/Town/TownLib/Node.cs:
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1 | using System.Collections.Generic;
2 |
3 | namespace Town
4 | {
5 | public class Node
6 | {
7 | private static int _counter;
8 | public Dictionary Links = new Dictionary();
9 | public readonly int Id;
10 |
11 | public Node()
12 | {
13 | Id = _counter++;
14 | }
15 |
16 | public void Link(Node node, float price = 1f, bool symmetrical = true)
17 | {
18 | Links[node] = price;
19 | if (symmetrical)
20 | {
21 | node.Links[this] = price;
22 | }
23 | }
24 |
25 | public void Unlink(Node node, bool symmetrical = true)
26 | {
27 | Links.Remove(node);
28 | if (symmetrical)
29 | {
30 | node.Links.Remove(this);
31 | }
32 | }
33 |
34 | public void UnlinkAll()
35 | {
36 | Links.Clear();
37 | }
38 |
39 | public override string ToString()
40 | {
41 | return $"Node({Id})";
42 | }
43 | }
44 | }
--------------------------------------------------------------------------------
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/Assets/TownGenerator/Scripts/Town/TownLib/TownGeometry.cs:
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1 | using System.Collections.Generic;
2 | using Town.Geom;
3 |
4 | namespace Town
5 | {
6 | public class TownGeometry
7 | {
8 | public TownGeometry ()
9 | {
10 | Buildings = new List ();
11 | Walls = new List ();
12 | Towers = new List ();
13 | Gates = new List ();
14 | Roads = new List> ();
15 | Overlay = new List ();
16 | Water = new List ();
17 | }
18 |
19 | public List Buildings { get; }
20 | public List Walls { get; }
21 | public List Towers { get; }
22 | public List Gates { get; }
23 | public List> Roads { get; }
24 | public List Overlay { get; }
25 | public List Water { get; }
26 | public Polygon WaterBorder { get; set; }
27 | }
28 | }
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/Assets/TownGenerator/Scripts/Town/TownLib/TownMeshRendererOptions.cs:
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1 | using UnityEngine;
2 |
3 | namespace Town
4 | {
5 | [System.Serializable]
6 | public class TownMeshRendererOptions
7 | {
8 | public Transform Root;
9 | public Transform MapRoot;
10 |
11 | // we include this here since the TownModelOverlays need them
12 | public GameObject signPrefab;
13 |
14 | public Material BuildingMaterial;
15 | public Material RoadMaterial;
16 | public Material WallMaterial;
17 | public Material TowerMaterial;
18 | public Material GateMaterial;
19 | public Material OuterCityGroundMaterial;
20 | public Material TownMarkerCubeMaterial;
21 | public Material CityCenterGround;
22 | public Material WithinWallsGroundMaterial;
23 | public Material CastleGroundMaterial;
24 | public Material WaterMaterial;
25 | public Material PoorArea;
26 | public Material RichArea;
27 | public Material FarmArea;
28 |
29 | public Material HiddenCity;
30 | public Material TownModelsOverlay;
31 |
32 | }
33 | }
--------------------------------------------------------------------------------
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/Assets/TownGenerator/Scripts/Town/TownLib/TownOptions.cs:
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1 | using UnityEngine;
2 |
3 | namespace Town
4 | {
5 | [System.Serializable]
6 | public class TownOptions
7 | {
8 |
9 | [HideInInspector]
10 | public bool Overlay = false;
11 | public bool Walls = true;
12 | public bool Towers = true;
13 | [HideInInspector]
14 | public bool Farm = false;
15 | [HideInInspector]
16 | public bool Water = false;
17 | [HideInInspector]
18 | public bool Roads = false;
19 |
20 | // [Range (2, 200)]
21 | [HideInInspector]
22 | public int Patches = 50;
23 | public int Seed = 4074;
24 |
25 | [HideInInspector]
26 | public Den.Tools.Coord coord;
27 |
28 | public Geom.Vector2 mapOffset;
29 | public Geom.Vector2 townOffset; // { get { return mapOffset.ToTileSizeTownGeomVector2(); }
30 | //private set {; } }
31 |
32 | public static TownOptions Default => new TownOptions { Patches = 50 };
33 |
34 | [HideInInspector]
35 | public bool CityDetail = true;
36 |
37 | [HideInInspector]
38 | public bool IOC = true;
39 | }
40 | }
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/Assets/TownGenerator/Scripts/Utils/Random.cs:
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1 | namespace Utils
2 | {
3 | public class Random : System.Random
4 | {
5 | int seed;
6 | public Random (int Seed) : base (Seed)
7 | {
8 | seed = Seed;
9 | }
10 |
11 | public int Range (int min, int max)
12 | {
13 | return Next (min, max);
14 | }
15 |
16 | public float Range (float min, float max)
17 | {
18 | return (float) NextDouble () * max + min;
19 | }
20 |
21 | public bool Boolean (float min)
22 | {
23 | return NextDouble () < min;
24 | }
25 |
26 | public float value
27 | {
28 | get
29 | {
30 | return (float) NextDouble ();
31 | }
32 | }
33 |
34 | public bool boolean
35 | {
36 | get
37 | {
38 | return NextDouble () < 0.5;
39 | }
40 | }
41 | }
42 | }
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/Assets/TrackTownCameraComponent.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class TrackTownCameraComponent : MonoBehaviour
6 | {
7 |
8 | private Transform thing;
9 |
10 | private Vector3 place;
11 |
12 | public bool trackPosition = true;
13 |
14 | public float offset = 0;
15 |
16 | private void OnEnable()
17 | {
18 | thing = TownCameraComponent.TownCamera;
19 |
20 | place = thing.position;
21 |
22 | }
23 |
24 | void LateUpdate()
25 | {
26 | if (trackPosition)
27 | {
28 | place = thing.position;
29 |
30 | transform.position = new Vector3(transform.position.x, place.y + offset, transform.position.z);
31 | }
32 |
33 |
34 | }
35 | }
36 |
37 | public static class TownCameraComponent {
38 |
39 | private static Transform cam;
40 |
41 | public static Transform TownCamera { get {
42 | if (cam == null)
43 | {
44 | cam = GameObject.Find("TownCamera").transform;
45 | }
46 | return cam;
47 |
48 | }
49 | private set { }
50 | }
51 |
52 | }
53 |
54 |
55 |
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/Assets/TrackYComponent.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class TrackYComponent : MonoBehaviour
6 | {
7 |
8 | public Transform thing;
9 |
10 | private Vector3 place;
11 |
12 | public bool trackPosition = true;
13 |
14 | public float offset = 0;
15 |
16 | private void OnEnable()
17 | {
18 | place = thing.position;
19 |
20 | }
21 |
22 | void LateUpdate()
23 | {
24 | if (trackPosition)
25 | {
26 | place = thing.position;
27 |
28 | transform.position = new Vector3(transform.position.x, place.y + offset, transform.position.z);
29 | }
30 |
31 |
32 | }
33 | }
34 |
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1 | using UnityEngine;
2 |
3 | [ExecuteInEditMode]
4 | public class BillboardText : MonoBehaviour
5 | {
6 | private GameObject thingToLookAt;
7 | private GameObject mainRef;
8 |
9 | private void OnEnabled()
10 | {
11 | // mainRef = Camera.main;
12 | thingToLookAt = GameObject.FindGameObjectWithTag("Player");
13 | }
14 |
15 | private void Awake() {
16 | // mainRef = Camera.main;
17 | thingToLookAt = GameObject.FindGameObjectWithTag("Player");
18 | }
19 |
20 | private void Start()
21 | {
22 |
23 | // if (mainRef != Camera.main)
24 | // mainRef = Camera.main;
25 | thingToLookAt = GameObject.FindGameObjectWithTag("Player");
26 | }
27 |
28 | void Update()
29 | {
30 |
31 | //thingToLookAt = mainRef;
32 | //if (thingToLookAt == null)
33 | // Debug.Log("doh");
34 |
35 | Vector3 v = new Vector3(0, thingToLookAt.transform.position.y - transform.position.y, 0);
36 | // v.x = v.z = 0.0f;
37 | Vector3 targetPos = thingToLookAt.transform.position - v;
38 | transform.LookAt(targetPos);
39 | transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, transform.localEulerAngles.y - 180, transform.localEulerAngles.z);
40 |
41 |
42 | //if ((int)Time.timeSinceLevelLoad % 10 == 0)
43 | //{
44 |
45 | // Debug.Log(thingToLookAt.transform.position);
46 |
47 | //}
48 | }
49 | }
50 |
51 |
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1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Linq;
4 |
5 | namespace ExtensionMethods
6 | {
7 |
8 | static class ElevenStringHelpers
9 | {
10 |
11 | public static string ReplaceAll(this string seed, char[] chars, char replacementCharacter)
12 | {
13 | return chars.Aggregate(seed, (str, cItem) => str.Replace(cItem, replacementCharacter));
14 | }
15 |
16 |
17 | public static string Elvenize(this string seed)
18 | {
19 |
20 | char[] firstflip = new char[] { 'i', 'o' };
21 | char[] secondflip = new char[] { 'e', 'u' };
22 |
23 | return seed
24 | .ReplaceAll(firstflip, (RandomGen.FlipACoin()) ? 'e' : 'y')
25 | .ReplaceAll(secondflip, (RandomGen.FlipACoin()) ? 'a' : 'o');
26 | }
27 | }
28 | }
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/Assets/_Scripts/FlyCam.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class FlyCam : MonoBehaviour
5 | {
6 | public float lookSpeed = 5.0f;
7 | public float moveSpeed = 1.0f;
8 |
9 | public float rotationX = 0.0f;
10 | public float rotationY = 0.0f;
11 |
12 | public bool autofly = false;
13 | private bool blockloops = false;
14 |
15 | public bool JustLook = false;
16 |
17 | [System.Diagnostics.CodeAnalysis.SuppressMessage("Code Quality", "IDE0051:Remove unused private members", Justification = "Unity")]
18 | void Update()
19 | {
20 | if (Input.GetMouseButton(0))
21 | {
22 | rotationX += Input.GetAxis("Mouse X") * lookSpeed;
23 | rotationY += Input.GetAxis("Mouse Y") * lookSpeed;
24 | rotationY = Mathf.Clamp(rotationY, -90.0f, 90.0f);
25 | }
26 | if (!Input.GetMouseButton(1))
27 | {
28 | transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up);
29 | transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left);
30 |
31 | if (!JustLook)
32 | {
33 | transform.position += transform.forward * moveSpeed * Input.GetAxis("Vertical");
34 | transform.position += transform.right * moveSpeed * Input.GetAxis("Horizontal");
35 | transform.position += transform.up * 3 * moveSpeed * Input.GetAxis("Mouse ScrollWheel");
36 | }
37 |
38 | }
39 | if (Input.GetMouseButton(1) && !JustLook)
40 | {
41 | if (!blockloops)
42 | {
43 | autofly =! autofly;
44 | }
45 | blockloops = true;
46 | }
47 | else
48 | {blockloops = false;
49 | if (autofly && !JustLook)
50 | {
51 | transform.position += transform.forward * moveSpeed ;
52 | }
53 | }
54 | }
55 |
56 | }
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/Assets/_Scripts/FollowWithFixedY.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class FollowWithFixedY : MonoBehaviour
6 | {
7 |
8 | public Transform thing;
9 |
10 | public float fixedY = 800f;
11 |
12 | private Vector3 place;
13 |
14 | public bool trackPlayerPostion = true;
15 |
16 | public bool rotateWithPlayer = false;
17 |
18 | private void OnEnable()
19 | {
20 | place = thing.position;
21 |
22 | }
23 |
24 | void LateUpdate()
25 | {
26 | if (trackPlayerPostion)
27 | {
28 | place = thing.position;
29 |
30 | transform.position = new Vector3(place.x, fixedY, place.z);
31 | }
32 |
33 | if (!rotateWithPlayer)
34 | return;
35 |
36 | transform.eulerAngles = new Vector3( 90, thing.rotation.eulerAngles.y, 0);
37 | }
38 | }
39 |
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/Assets/_Scripts/FollowXZWithDynamicY.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class FollowXZWithDynamicY : MonoBehaviour
6 | {
7 |
8 | public Transform thingXZ;
9 |
10 | public Transform thingY;
11 |
12 | public float Y_Offset;
13 |
14 | private Vector3 placeXZ;
15 |
16 | private Vector3 placeY;
17 |
18 | public bool trackPlayerPostion = true;
19 |
20 | public bool rotateWithPlayer = false;
21 |
22 | private void OnEnable()
23 | {
24 | placeXZ = thingXZ.position;
25 | placeY = thingY.position;
26 | }
27 |
28 | void LateUpdate()
29 | {
30 | if (trackPlayerPostion)
31 | {
32 | placeXZ = thingXZ.position;
33 | placeY = thingY.position;
34 |
35 | transform.position = new Vector3(placeXZ.x, placeY.y + Y_Offset, placeXZ.z);
36 | }
37 |
38 | if (!rotateWithPlayer)
39 | return;
40 |
41 | transform.eulerAngles = new Vector3( 90, thingXZ.rotation.eulerAngles.y, 0);
42 | }
43 | }
44 |
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/Assets/_Scripts/GenerateNameForTile.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using Twobob;
5 |
6 | public class GenerateNameForTile : MonoBehaviour
7 | {
8 |
9 | //Reference to RandomNamePlaceGen Script
10 | public RandomName genScript;
11 |
12 | private void Start()
13 | {
14 | //Get the RandomNamePlaceGen script component ready for use.
15 | // genScript = new RandomName();
16 | }
17 |
18 | private void Update()
19 | {
20 | //Generate new debugs everytime the left mouse button is clicked.
21 | if (Input.GetMouseButtonDown(0))
22 | {
23 | GenerateDebugs();
24 | }
25 | }
26 |
27 | public void GenerateDebugs()
28 | {
29 | //Generate Male Name...
30 | string randomMaleFirstName = genScript.GenerateFirstNameMale();
31 | string randomMaleMiddleName = genScript.GenerateMiddleName();
32 | string randomMaleLastName = genScript.GenerateLastName();
33 |
34 | //Generate Female Name...
35 | string randomFemaleFirstName = genScript.GenerateFirstNameFemale();
36 | string randomFemaleMiddleName = genScript.GenerateMiddleName();
37 | string randomFemaleLastName = genScript.GenerateLastName();
38 |
39 | //Generate Any Name...
40 | string randomFirstName = genScript.GenerateFirstName();
41 | string randomMiddleName = genScript.GenerateMiddleName();
42 | string randomLastName = genScript.GenerateLastName();
43 |
44 | //Generate Place...
45 | string randomPlace = genScript.GeneratePlace();
46 |
47 | //Print the outputs of randomly generated names and places to the console.
48 | Debug.Log(string.Format("Random Male Name Gen: \n{0} {1} {2}", randomMaleFirstName, randomMaleMiddleName, randomMaleLastName));
49 | Debug.Log(string.Format("Random Female Name Gen: \n{0} {1} {2}", randomFemaleFirstName, randomFemaleMiddleName, randomFemaleLastName));
50 | Debug.Log(string.Format("Random Name Gen: \n{0} {1} {2}", randomFirstName, randomMiddleName, randomLastName));
51 | Debug.Log(string.Format("Random Place: \n{0}", randomPlace));
52 |
53 | Debug.ClearDeveloperConsole();
54 | }
55 |
56 | }
57 |
58 |
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/Assets/_Scripts/Instruments.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 |
5 | ///
6 | /// Debugging tools
7 | ///
8 | public static class Instruments
9 | {
10 | static string stopwatchName;
11 |
12 | static System.Diagnostics.Stopwatch stopwatch;
13 |
14 | [System.Diagnostics.Conditional ("UNITY_EDITOR")]
15 | public static void BeginStopwatch (string name)
16 | {
17 | if (stopwatch == null) {
18 | stopwatch = new System.Diagnostics.Stopwatch();
19 | }
20 | stopwatchName = name;
21 | stopwatch.Stop ();
22 | stopwatch.Reset ();
23 | stopwatch.Start ();
24 | }
25 |
26 | [System.Diagnostics.Conditional ("UNITY_EDITOR")]
27 | public static void EndStopwatch ()
28 | {
29 | stopwatch.Stop ();
30 | var time = (stopwatch.ElapsedTicks / (double)System.Diagnostics.Stopwatch.Frequency) * 1000;
31 | Debug.Log ("[Instruments] " + stopwatchName + ": " + time + " ms");
32 | }
33 | }
34 |
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/Assets/_Scripts/Invert_MARK1.cs:
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1 | using Den.Tools.Matrices;
2 | using MapMagic.Products;
3 | using MapMagic.Nodes;
4 |
5 | namespace Twobob.Mm2
6 | {
7 |
8 | [System.Serializable]
9 | [GeneratorMenu(menu = "Map/Modifiers", name = "Invert", iconName = "GeneratorIcons/Contrast", disengageable = true,
10 | helpLink = "https://gitlab.com/denispahunov/mapmagic/-/wikis/MatrixGenerators/Contrast", menuName ="Invert", priority =1)]
11 | public class Invert_MARK1 : Generator, IInlet, IOutlet
12 | {
13 |
14 | #if UNITY_EDITOR
15 | [UnityEditor.InitializeOnLoadMethod]
16 | static void EnlistInMenu() => MapMagic.Nodes.GUI.CreateRightClick.generatorTypes.Add(typeof(Invert_MARK1));
17 | #endif
18 |
19 | public override void Generate(TileData data, StopToken stop)
20 | {
21 | if (stop != null && stop.stop) return;
22 | MatrixWorld src = data.ReadInletProduct(this);
23 | if (src == null) return;
24 | MatrixWorld clamp = new MatrixWorld(src);
25 | clamp.Clamp01();
26 | clamp.Invert();
27 | data.StoreProduct(this, clamp);
28 | }
29 | }
30 | }
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/Assets/_Scripts/PlaceObjects.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class PlaceObjects : MonoBehaviour {
5 |
6 | GameObject[] objs;
7 |
8 | public GameObject CoinPrefab;
9 |
10 | public int SkimpFactorEnabled = 2;
11 | private int weJustSkimped = 0;
12 |
13 | public int TotalToSpawn;
14 | private int spawnedSoFar;
15 |
16 | // Use this for initialization
17 | void Start () {
18 |
19 | objs = GameObject.FindGameObjectsWithTag("Respawn");
20 | // Spawn();
21 |
22 | }
23 |
24 | // Update is called once per frame
25 | void Update () {
26 |
27 | if (SkimpFactorEnabled >0)
28 | {
29 | weJustSkimped++;
30 |
31 | // Hardcode 0 or > 1
32 | if (SkimpFactorEnabled == 1)
33 | SkimpFactorEnabled++;
34 |
35 |
36 | if (weJustSkimped - SkimpFactorEnabled == 0)
37 | {
38 | weJustSkimped = 0;
39 | //Debug.Log( weJustSkimped - SkimpFactorEnabled);
40 | Spawn();
41 | }
42 | }
43 | }
44 |
45 |
46 |
47 |
48 | void Spawn(){
49 |
50 | if (spawnedSoFar >= TotalToSpawn )
51 | return;
52 |
53 | foreach (var item in objs)
54 | {
55 |
56 | if (Random.Range(0,10) > 4 )
57 | {
58 | Instantiate(CoinPrefab, item.transform.position + (Vector3.up * 10), Quaternion.identity);
59 |
60 | spawnedSoFar ++;
61 | }
62 |
63 |
64 | }
65 |
66 |
67 | }
68 |
69 |
70 |
71 |
72 |
73 |
74 |
75 |
76 | }
77 |
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/Assets/_Scripts/RandomGen.cs:
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1 | using UnityEngine;
2 | using System.Security.Cryptography;
3 | using System;
4 |
5 |
6 | public static class RandomGen
7 | {
8 | private static RNGCryptoServiceProvider _global =
9 | new RNGCryptoServiceProvider();
10 | [ThreadStatic]
11 | private static System.Random _local;
12 |
13 |
14 | public static bool FlipACoin()
15 | {
16 | System.Random inst = _local;
17 | if (inst == null)
18 | {
19 | byte[] buffer = new byte[4];
20 | _global.GetBytes(buffer);
21 | _local = inst = new System.Random(
22 | BitConverter.ToInt32(buffer, 0));
23 | }
24 | return inst.Next() % 2 == 0;
25 | }
26 |
27 | public static float Range01()
28 | {
29 | System.Random inst = _local;
30 | if (inst == null)
31 | {
32 | byte[] buffer = new byte[4];
33 | _global.GetBytes(buffer);
34 | _local = inst = new System.Random(
35 | BitConverter.ToInt32(buffer, 0));
36 | }
37 | return inst.Next(0, 1000000) * 0.000001f;
38 | }
39 |
40 |
41 | public static int NextValidRandomPatchAmountFromTGOSRange()
42 | {
43 | return
44 | RandomGen.Next(TownGlobalObjectService.PatchCap, TownGlobalObjectService.PatchFloor);
45 | }
46 |
47 | public static int Next(int Ceil = int.MaxValue, int Floor = int.MinValue)
48 | {
49 | System.Random inst = _local;
50 | if (inst == null)
51 | {
52 | byte[] buffer = new byte[4];
53 | _global.GetBytes(buffer);
54 | _local = inst = new System.Random(
55 | BitConverter.ToInt32(buffer, 0));
56 | }
57 | return Mathf.Max(Floor, inst.Next() % Mathf.Max(1, Ceil));
58 | }
59 | }
60 |
61 |
62 |
63 |
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/Assets/_Scripts/RenderToImage.cs:
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1 | using UnityEngine;
2 |
3 | public class RenderToImage : MonoBehaviour
4 | {
5 |
6 | public Texture2D ImageToRenderInto;
7 | public Camera CameraToUse;
8 | public int skimpFactor;
9 | private int tries = 0;
10 |
11 | private void Update()
12 | {
13 | tries++;
14 |
15 | if (tries % skimpFactor == 0)
16 | {
17 | // ImageToRenderInto = RTImage(CameraToUse);
18 | // }
19 | //}
20 |
21 | Debug.Log("skimped");
22 |
23 | //// Take a "screenshot" of a camera's Render Texture.
24 | //Texture2D RTImage(Camera camera)
25 | //{
26 | // The Render Texture in RenderTexture.active is the one
27 | // that will be read by ReadPixels.
28 | var currentRT = RenderTexture.active;
29 | RenderTexture.active = CameraToUse.targetTexture;
30 |
31 | // Render the camera's view.
32 | CameraToUse.Render();
33 |
34 | // Make a new texture and read the active Render Texture into it.
35 | Texture2D image = new Texture2D(CameraToUse.targetTexture.width, CameraToUse.targetTexture.height);
36 |
37 | ImageToRenderInto.ReadPixels(new Rect(0, 0, CameraToUse.targetTexture.width, CameraToUse.targetTexture.height), 0, 0);
38 | ImageToRenderInto.Apply();
39 |
40 | // Replace the original active Render Texture.
41 | RenderTexture.active = currentRT;
42 | // return image;
43 | }
44 | }
45 | }
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/Assets/_Scripts/SplineSysWithPrefab.cs:
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1 | using Den.Tools;
2 | using Den.Tools.Splines;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using UnityEngine;
6 |
7 | namespace Twobob.Mm2
8 | {
9 | public class SplineSysWithPrefab : SplineSys
10 | {
11 |
12 | // public SplineSys SplineSys;
13 | public ObjectsPool.Prototype chosenType;
14 |
15 | public float scale = 1f, scaleRange = 0;
16 |
17 | public bool mergeSegments;
18 |
19 | public bool spacingFromScale;
20 |
21 | public float spacing = 1f, spacingRange = 0;
22 |
23 | public float offset = 0, offsetRange = 0;
24 |
25 | public bool isRandomYaw = false;
26 |
27 |
28 | public SplineSysWithPrefab(SplineSys src)
29 | {
30 | CopyLinesFrom(src.lines);
31 |
32 | scale = 1f;
33 | spacing = 1f;
34 |
35 | guiDrawNodes = src.guiDrawNodes;
36 | guiDrawSegments = src.guiDrawSegments;
37 | guiDrawDots = src.guiDrawDots;
38 | guiDotsCount = src.guiDotsCount;
39 | guiDotsEquidist = src.guiDotsEquidist;
40 | }
41 |
42 |
43 |
44 | public SplineSysWithPrefab() // Just in case the serialisier gets all upset with itsself again.
45 | {
46 |
47 |
48 |
49 |
50 | }
51 |
52 |
53 |
54 | }
55 |
56 | }
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/Assets/_Scripts/SplinesClamp.cs:
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1 | using System;
2 | using UnityEngine;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using System.Runtime.InteropServices;
6 |
7 | using Den.Tools;
8 | using Den.Tools.Splines;
9 | using Den.Tools.Matrices;
10 | using Den.Tools.GUI;
11 | using MapMagic.Core;
12 | using MapMagic.Products;
13 | using MapMagic.Nodes;
14 |
15 | namespace Twobob.Mm2
16 | {
17 | [System.Serializable]
18 | [GeneratorMenu(
19 | menu = "Spline/Standard",
20 | name = "Clamp",
21 | iconName = "GeneratorIcons/Constant",
22 | colorType = typeof(SplineSys),
23 | disengageable = true,
24 | helpLink = "https://gitlab.com/denispahunov/mapmagic/wikis/map_generators/constant")]
25 | public class SplineClamp : Generator, IInlet, IOutlet
26 | {
27 |
28 | #if UNITY_EDITOR
29 | [UnityEditor.InitializeOnLoadMethod]
30 | static void EnlistInMenu() => MapMagic.Nodes.GUI.CreateRightClick.generatorTypes.Add(typeof(SplineClamp));
31 | #endif
32 |
33 | [Val("Input", "Inlet")] public readonly Inlet input = new Inlet();
34 | public enum Clamp { Off, Full, Active }
35 | [Val("Clamp")] public Clamp clamp;
36 |
37 | public IEnumerable> Inlets() { yield return input; }
38 |
39 | public override void Generate(TileData data, StopToken stop)
40 | {
41 | SplineSys spline = data.ReadInletProduct(this);
42 | if (spline == null || !enabled) return;
43 |
44 | if (stop != null && stop.stop) return;
45 | if (clamp == Clamp.Full) spline.Clamp((Vector3)data.area.full.worldPos, (Vector3)data.area.full.worldSize);
46 | if (clamp == Clamp.Active) spline.Clamp((Vector3)data.area.active.worldPos, (Vector3)data.area.active.worldSize);
47 |
48 | if (stop != null && stop.stop) return;
49 | data.StoreProduct(this, spline);
50 | }
51 | }
52 |
53 |
54 |
55 | }
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/Assets/_Scripts/SplinesNodesToObjects.cs:
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1 | using Den.Tools;
2 | using Den.Tools.Splines;
3 | using MapMagic.Products;
4 | using System.Linq;
5 | using MapMagic.Nodes;
6 |
7 | namespace Twobob.Mm2
8 | {
9 | [System.Serializable]
10 | [GeneratorMenu(menu = "Spline/Modifiers", name = "NodeToObject", iconName = "GeneratorIcons/Constant", disengageable = true,
11 | colorType = typeof(SplineSys),
12 | helpLink = "https://gitlab.com/denispahunov/mapmagic/wikis/map_generators/constant")]
13 | public class SplinesNodesToObjects : Generator, IInlet, IOutlet
14 | {
15 |
16 | #if UNITY_EDITOR
17 | [UnityEditor.InitializeOnLoadMethod]
18 | static void EnlistInMenu() => MapMagic.Nodes.GUI.CreateRightClick.generatorTypes.Add(typeof(SplinesNodesToObjects));
19 | #endif
20 |
21 | public override void Generate(TileData data, StopToken stop)
22 | {
23 | SplineSys splineSys = data.ReadInletProduct(this);
24 | if (splineSys == null || !enabled) return;
25 |
26 | if (stop != null && stop.stop) return;
27 | SplineSys bend = new SplineSys(splineSys);
28 |
29 | var objs = new TransitionsList();
30 |
31 | foreach (var item in bend.GetAllPoints(resPerUnit: 1).SelectMany(list => list))
32 | { objs.Add(new Transition { pos = item }); }
33 |
34 | if (stop != null && stop.stop) return;
35 |
36 | data.StoreProduct(this, objs);
37 | }
38 | }
39 | }
40 |
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/Assets/_Scripts/SubdivideControl.cs:
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1 | using System;
2 | using UnityEngine;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using System.Runtime.InteropServices;
6 |
7 | using Den.Tools;
8 | using Den.Tools.Splines;
9 | using Den.Tools.Matrices;
10 | using Den.Tools.GUI;
11 | using MapMagic.Core;
12 | using MapMagic.Products;
13 | using MapMagic.Nodes;
14 |
15 | namespace Twobob.Mm2
16 | {
17 |
18 | [System.Serializable]
19 | [GeneratorMenu(
20 | menu = "Spline",
21 | name = "Subdivide",
22 | iconName = "GeneratorIcons/Constant",
23 | colorType = typeof(SplineSys),
24 | disengageable = true,
25 | helpLink = "https://gitlab.com/denispahunov/mapmagic/wikis/map_generators/constant")]
26 | public class Subdivide : Generator, IInlet, IOutlet
27 | {
28 |
29 | [Val("Input", "Inlet")] public readonly Inlet splineIn = new Inlet();
30 | // [Val("Spline", "Height")] public readonly Inlet heightIn = new Inlet();
31 |
32 | [Val("Output", "Outlet")] public readonly Outlet output = new Outlet();
33 |
34 | [Val("Divisions")] public int divisions = 2;
35 |
36 | #if UNITY_EDITOR
37 | [UnityEditor.InitializeOnLoadMethod]
38 | static void EnlistInMenu() => MapMagic.Nodes.GUI.CreateRightClick.generatorTypes.Add(typeof(Subdivide));
39 | #endif
40 |
41 | public override void Generate(TileData data, StopToken stop)
42 | {
43 | SplineSys src = data.ReadInletProduct(this);
44 | SplineSys dst = new SplineSys(src);
45 |
46 | if (src == null) return;
47 |
48 | if (!enabled)
49 | {
50 | data.StoreProduct(this, dst);
51 | return;
52 | }
53 |
54 | /// if (data.isDraft) return;
55 | dst.Subdivide(divisions);
56 | data.StoreProduct(this, dst);
57 |
58 | }
59 |
60 | }
61 |
62 | }
63 |
64 |
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/Assets/_Scripts/ToggleEnabledOnCollisionStay.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ToggleEnabledOnCollisionStay : MonoBehaviour
6 | {
7 | // public Transform TMpro;
8 |
9 | // private GameObject tmProgo;
10 |
11 | private BillboardText refScript;
12 |
13 |
14 | void Start()
15 | {
16 | GetBillboardRefAndInvokePeriodicDisable();
17 |
18 | }
19 |
20 | private void GetBillboardRefAndInvokePeriodicDisable()
21 | {
22 | refScript = GetComponent();
23 | Invoke("periodicDisable", 1f + (RandomGen.Next(0,199) * 0.01f));
24 | }
25 |
26 | void OnEnable()
27 | {
28 | GetBillboardRefAndInvokePeriodicDisable();
29 |
30 | }
31 |
32 | private void periodicDisable() {
33 |
34 |
35 | //tmProgo =
36 | transform.GetChild(0).GetChild(0).gameObject.SetActive(false);
37 | refScript.enabled = false;
38 | // tmProgo.SetActive(false);
39 |
40 | }
41 |
42 | void Awake()
43 | {
44 | GetBillboardRefAndInvokePeriodicDisable();
45 | refScript.enabled = false;
46 |
47 | }
48 |
49 |
50 | // Start is called before the first frame update
51 | void OnTriggerStay()
52 | {
53 | // tmProgo.SetActive(true);
54 | }
55 |
56 | void OnTriggerEnter()
57 | {
58 | refScript.enabled = true;
59 | transform.GetChild(0).GetChild(0).gameObject.SetActive(true);
60 | }
61 |
62 | void OnTriggerExit() {
63 | GetBillboardRefAndInvokePeriodicDisable();
64 | }
65 |
66 |
67 |
68 | //void OnTriggerEnter()
69 | //{
70 | // //foreach (ContactPoint contact in collision.contacts)
71 | // //{
72 | // // Debug.DrawRay(contact.point, contact.normal, Color.white);
73 | // //}
74 | // tmProgo.SetActive(true);
75 | //}
76 | }
77 |
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/Assets/_Scripts/TownRequest.cs:
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1 | using Den.Tools;
2 | using ExtensionMethods;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using UnityEngine;
6 |
7 | public class TownRequest
8 | {
9 | private string name;
10 | private Vector2 coord;
11 | private int patchesInSize;
12 |
13 |
14 | public Vector2 Coord { get => coord; set => coord = value; }
15 | public string Name { get => name; set => name = value; }
16 | public int PatchesInSize { get => patchesInSize; set => patchesInSize = value; }
17 |
18 | public TownRequest(string name, Vector2 coord ) {
19 |
20 | this.coord = coord;
21 | this.name = name;
22 | this.patchesInSize = RandomGen.NextValidRandomPatchAmountFromTGOSRange();
23 | }
24 |
25 | public TownRequest(string name, Vector2 coord, int patches)
26 | {
27 |
28 | this.coord = coord;
29 | this.name = name;
30 | this.patchesInSize = patches;
31 | }
32 |
33 |
34 | }
35 |
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/Assets/_Scripts/TypedSpline.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 |
6 | public enum objectRendered
7 | {
8 | wall, fence, gatehouse
9 | }
10 |
11 | public class TypedSpline
12 | {
13 | //https://github.com/benoit-dumas/SplineMesh // https://assetstore.unity.com/packages/tools/modeling/splinemesh-104989
14 | // FREE EXTENSION.
15 |
16 | public List nodes;
17 | public int chosenType;
18 | public bool isRendered;
19 | public bool tryToFloor;
20 |
21 | public objectRendered rendered
22 | {
23 | get { return (objectRendered)chosenType; }
24 |
25 | private set { }
26 |
27 | }
28 |
29 | public TypedSpline()
30 | {
31 |
32 | // defaults and not null for list.
33 | this.nodes = new List();
34 | this.chosenType = 0;
35 | this.isRendered = false;
36 | this.tryToFloor = false;
37 |
38 | }
39 |
40 | }
41 |
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/Assets/_Scripts/_DISPLAY_MARK1.cs:
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1 | using Den.Tools.GUI;
2 | using Den.Tools.Matrices;
3 | using MapMagic.Products;
4 | using MapMagic.Nodes;
5 |
6 | namespace Twobob.Mm2
7 | {
8 |
9 |
10 | [System.Serializable]
11 | [GeneratorMenu(menu = "Map/Modifiers", name = "_Display", iconName = "GeneratorIcons/Contrast", disengageable = true,
12 | helpLink = "https://gitlab.com/denispahunov/mapmagic/-/wikis/MatrixGenerators/Contrast", menuName ="ACEDISPLAY", priority =2)]
13 | public class _DISPLAY_MARK1 : Generator, IInlet, IOutlet
14 | {
15 |
16 |
17 |
18 | #if UNITY_EDITOR
19 | [UnityEditor.InitializeOnLoadMethod]
20 | static void EnlistInMenu() => MapMagic.Nodes.GUI.CreateRightClick.generatorTypes.Add(typeof(_DISPLAY_MARK1));
21 | #endif
22 |
23 | // [Val("Hardness")] public float myvalue = 0.0f;
24 |
25 | public override void Generate(TileData data, StopToken stop)
26 | {
27 | if (stop != null && stop.stop) return;
28 | MatrixWorld src = data.ReadInletProduct(this);
29 | if (src == null) return;
30 | MatrixWorld clamp = new MatrixWorld(src);
31 |
32 | clamp.Clamp01();
33 |
34 | data.StoreProduct(this, clamp);
35 | }
36 | }
37 | }
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/Assets/_Scripts/_Monobehaviours/ActivateChildrenOnEnableAfterTime.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ActivateChildrenOnEnableAfterTime : MonoBehaviour
6 | {
7 |
8 | public float delay = 5;
9 |
10 | public void EnableChildren() {
11 |
12 | foreach (Transform child in transform)
13 | {
14 | child.gameObject.SetActive(true);
15 | }
16 |
17 | }
18 |
19 | void OnEnable()
20 | {
21 | Invoke("EnableChildren", delay);
22 |
23 | }
24 | }
25 |
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/Assets/_Scripts/_Monobehaviours/AlignOnEnable.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class AlignOnEnable : MonoBehaviour
6 | {
7 | public int attempts = 0;
8 | private int MaxAttempts = 20;
9 |
10 | void OnEnable()
11 | {
12 | TryToFloor();
13 | }
14 |
15 | private void TryToFloor()
16 | {
17 | float[] testArr = new float[] { 500, 500 };
18 |
19 | int testcount = 0;
20 | foreach (Transform child in transform)
21 | {
22 | // this is what gives us an exception. How to move them more cleverly?
23 |
24 | child.localPosition = new Vector3(child.position.x, GetTerrainPos(child.position.x, child.position.z).y, child.position.z);
25 | testArr[testcount] = child.position.y;
26 | testcount += 1;
27 | }
28 |
29 |
30 | if (testArr[0] == 0 && testArr[1] == 0)
31 | {
32 | if (attempts < MaxAttempts)
33 | {
34 | attempts += 1;
35 | Invoke(nameof(TryToFloor), 1);
36 | return;
37 | }
38 | else
39 | {
40 |
41 | Debug.LogFormat("Failed to floor splines {0} on countout", gameObject.name);
42 | return;
43 | }
44 | }
45 | }
46 |
47 | static Vector3 GetTerrainPos(float x, float y)
48 | {
49 |
50 | //Create origin for raycast that is above the terrain. I chose 500.
51 | Vector3 origin = new Vector3(x, 500f, y);
52 |
53 |
54 | // TODO : OPTIONAL MASK SELECTION
55 | LayerMask mask = LayerMask.GetMask("Default");
56 |
57 | Ray ray = new Ray(origin, Vector3.down);
58 |
59 | Physics.Raycast(ray, out RaycastHit hit, 501f, mask);
60 |
61 | // Debug.Log("Terrain location found at " + hit.point);
62 | return hit.point;
63 | }
64 | }
65 |
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/Assets/_Scripts/_Monobehaviours/LerpToGround.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class LerpToGround : MonoBehaviour
6 | {
7 | private Vector3 positionToMoveTo;
8 | public float time = 2f;
9 |
10 |
11 | void OnEnable()
12 | {
13 |
14 |
15 | Vector3 positionToMoveTo = GetTerrainPos(transform.position.x, transform.position.z) + new Vector3(0, -1f, 0);
16 |
17 |
18 | if (positionToMoveTo.y > 0)
19 | {
20 | StartCoroutine(LerpPosition(positionToMoveTo, time));
21 | }
22 |
23 |
24 |
25 |
26 | }
27 |
28 |
29 | static Vector3 GetTerrainPos(float x, float y) // The actual terrain. Ignoring Objects.
30 | {
31 |
32 | //Create object to store raycast data
33 |
34 | //Create origin for raycast that is above the terrain. I chose 500.
35 | Vector3 origin = new Vector3(x, 500f, y);
36 |
37 | //Send the raycast.
38 | // Physics.Raycast(origin, Vector3.down, out RaycastHit hit, 501f);
39 |
40 |
41 | // TODO : MASK SELECTION
42 | LayerMask mask = LayerMask.GetMask("Default");
43 |
44 | Ray ray = new Ray(origin, Vector3.down);
45 |
46 |
47 | Physics.Raycast(ray, out RaycastHit hit, 501f, mask);
48 |
49 |
50 | // Debug.Log("Terrain location found at " + hit.point);
51 | return hit.point;
52 |
53 | }
54 |
55 | IEnumerator LerpPosition(Vector3 targetPosition, float duration)
56 | {
57 | float time = 0;
58 | Vector3 startPosition = transform.position;
59 |
60 | while (time < duration)
61 | {
62 | transform.position = Vector3.Lerp(startPosition, targetPosition, time / duration);
63 | time += Time.deltaTime;
64 | yield return null;
65 | }
66 | transform.position = targetPosition;
67 | }
68 | }
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class LerpToGroundAfterDelay : MonoBehaviour
6 | {
7 | private Vector3 positionToMoveTo;
8 | public float lerptime = 2f;
9 | public float delaytime = 2f;
10 |
11 | void OnEnable()
12 | {
13 | Invoke("DoLerping", delaytime);
14 | }
15 |
16 | private void DoLerping()
17 | {
18 |
19 | Vector3 positionToMoveTo = GetTerrainPos(transform.position.x, transform.position.z) + new Vector3(0, -1f, 0);
20 |
21 | if (positionToMoveTo.y > 0)
22 | {
23 | StartCoroutine(LerpPosition(positionToMoveTo, lerptime));
24 | }
25 | }
26 |
27 | static Vector3 GetTerrainPos(float x, float y) // The actual terrain. Ignoring Objects.
28 | {
29 |
30 | //Create origin for raycast that is above the terrain. I chose 500.
31 | Vector3 origin = new Vector3(x, 500f, y);
32 |
33 |
34 | //TODO : GLOBAL MASK SELECTION
35 | LayerMask mask = LayerMask.GetMask("Default");
36 |
37 | Ray ray = new Ray(origin, Vector3.down);
38 |
39 |
40 | Physics.Raycast(ray, out RaycastHit hit, 501f, mask);
41 |
42 |
43 | // Debug.Log("Terrain location found at " + hit.point);
44 | return hit.point;
45 |
46 | }
47 |
48 | IEnumerator LerpPosition(Vector3 targetPosition, float duration)
49 | {
50 | float time = 0;
51 | Vector3 startPosition = transform.position;
52 |
53 | while (time < duration)
54 | {
55 | transform.position = Vector3.Lerp(startPosition, targetPosition, time / duration);
56 | time += Time.deltaTime;
57 | yield return null;
58 | }
59 | transform.position = targetPosition;
60 | }
61 | }
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class SpawnAndWriteSigns : MonoBehaviour
6 | {
7 |
8 | public GameObject Sign;
9 |
10 |
11 |
12 | ///
13 | /// Pass the
14 | ///
15 | /// string the put in the text
16 | /// Vector3 to put the sign
17 | /// pass at a mimnimum Quaternion.identity
18 | public void WriteAndMove(string what, Vector3 where, Quaternion how, GameObject who)
19 | {
20 | // Instantiate at position (0, 0, 0) and zero rotation.
21 | var go = Instantiate(Sign, where, how, who.transform);
22 | // go.transform.localScale = new Vector3(1, 1, 1);
23 | go.transform.localScale = new Vector3(.4f, .4f, .4f);
24 | TMPro.TextMeshProUGUI ui = go.GetComponentInChildren();
25 | // go.transform.position = who.transform.position;
26 | // go.transform.rotation = who.transform.rotation;
27 | // go.transform.localPosition = Vector3.zero;
28 | try
29 | {
30 | ui.text = what;
31 | }
32 | catch
33 | {
34 |
35 | return;
36 | }
37 |
38 | }
39 |
40 |
41 |
42 | void OnEnable()
43 | {
44 | SignCommands.Instance = this;
45 |
46 | }
47 | }
48 |
49 | public static class SignCommands
50 | {
51 |
52 | public static SpawnAndWriteSigns Instance;
53 |
54 | public static void WriteAndMove(string what, Vector3 where, Quaternion how, GameObject who = null)
55 | {
56 | if (null != who && what != string.Empty && where != null && how != null)
57 | {
58 | try
59 | {
60 | // Debug.LogFormat(who, "setting up {0} at {1} with a {2} rot.", what, where, how);
61 | Instance.WriteAndMove(what, where, how, who);
62 | }
63 | catch (System.Exception ex)
64 | {
65 |
66 | Debug.LogFormat(who, "setting up {0} at {1} with a {2} rot. failed", what, where, how, ex.Message);
67 | }
68 |
69 | }
70 |
71 |
72 | }
73 | }
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