Added overlay to view nutrient mapping
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@@ -1,10 +1,14 @@
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using UnityEditor.TextCore.Text;
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using UnityEngine;
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using static UnityEngine.GraphicsBuffer;
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using static UnityEngine.UIElements.UxmlAttributeDescription;
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public class NutrientController : MonoBehaviour
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{
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private float[,] nutrientMap;
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[SerializeField, Range(10, 100)] int sizeX;
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[SerializeField, Range(10, 100)] int sizeY;
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[SerializeField] MeshRenderer meshRenderer;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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@@ -40,4 +44,63 @@ public class NutrientController : MonoBehaviour
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nutrientMap[locX, locY] -= used;
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}
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public void AddNutrients(float x, float y, float added)
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{
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int locX = Mathf.FloorToInt(x * sizeX);
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int locY = Mathf.FloorToInt(y * sizeY);
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nutrientMap[locX, locY] += added;
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}
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private void Render()
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{
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Texture2D texture = new Texture2D(sizeX, sizeY);
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for (int r = 0; r < sizeX; r++)
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{
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for (int c = 0; c < sizeY; c++)
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{
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float colorValue = nutrientMap[r, c];
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texture.SetPixel(r, c, new Color(colorValue, colorValue, colorValue));
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}
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}
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texture.Apply();
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meshRenderer.material.mainTexture = texture;
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}
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private void ConsoleDump()
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{
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string toPrint = "\n";
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for (int r = 0; r < sizeX; r++)
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{
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for (int c = 0; c < sizeY; c++)
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{
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toPrint += nutrientMap[r, c] + " ";
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}
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toPrint += "\n";
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}
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Debug.Log(toPrint);
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}
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#if UNITY_EDITOR
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[UnityEditor.CustomEditor(typeof(NutrientController))]
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public class NutrientControllerEditor: UnityEditor.Editor
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{
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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if (GUILayout.Button("Sample Button"))
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{
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(target as NutrientController).Render();
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}
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if(GUILayout.Button("Dump it"))
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{
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(target as NutrientController).ConsoleDump();
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}
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}
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}
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#endif
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}
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@@ -7,6 +7,7 @@ public class Plant : MonoBehaviour
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private float healthCurrent;
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private float nutrientNeed;
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private float growthRate;
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private float nutrientsConsumed;
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public bool isAlive;
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private GameObject visualPrefab;
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@@ -29,6 +30,7 @@ public class Plant : MonoBehaviour
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{
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visual = Instantiate(visualPrefab, transform);
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healthCurrent = healthMax;
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nutrientsConsumed = 0;
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isAlive = true;
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}
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@@ -37,22 +39,26 @@ public class Plant : MonoBehaviour
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{
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Terrain terrain = Core.instance.ground;
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NutrientController nutrientCont = Core.instance.nutrientCont;
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float x = transform.position.x / terrain.terrainData.size.x;
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float y = transform.position.y / terrain.terrainData.size.y;
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float nutrientsAvailable = nutrientCont.GetNutrients(x, y);
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if(nutrientNeed > nutrientsAvailable)
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float x = transform.position.x / terrain.terrainData.size.x;
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float y = transform.position.z / terrain.terrainData.size.z;
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float nutrientsAvailable = nutrientCont.GetNutrients(x, y);
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float nutrientsNeededFrame = (nutrientNeed * Time.deltaTime);
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if (nutrientsNeededFrame > nutrientsAvailable)
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{
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healthCurrent -= Time.deltaTime * (0.1f * healthMax);
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healthCurrent -= Time.deltaTime * 0.1f * healthMax;
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}
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else
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{
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visual.transform.localScale += visual.transform.localScale * (growthRate * Time.deltaTime);
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nutrientCont.UseNutrients(x, y, (nutrientNeed * Time.deltaTime));
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nutrientCont.UseNutrients(x, y, nutrientsNeededFrame);
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nutrientsConsumed += nutrientsNeededFrame;
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}
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if (healthCurrent <= 0)
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{
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nutrientCont.AddNutrients(x, y, (nutrientsConsumed * 0.9f));
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isAlive = false;
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}
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}
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@@ -17,11 +17,12 @@ public class PlantController : MonoBehaviour
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Terrain terrain = Core.instance.ground;
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xBound = terrain.GetComponent<Terrain>().terrainData.size.x;
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zBound = terrain.GetComponent<Terrain>().terrainData.size.z;
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for (int i = 0; i < 100; i++)
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{
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GameObject newPlant = Instantiate(plantPrefab, transform);
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GameObject newPlant = Instantiate(plantPrefab);
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newPlant.GetComponent<Plant>().SetVisual(plantModels[Random.Range(0, plantModels.Count - 1)]);
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newPlant.GetComponent<Plant>().SetValues(Random.Range(10f, 100f), Random.Range(0f, 0.5f), Random.Range(0f, 0.5f));
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newPlant.GetComponent<Plant>().SetValues(Random.Range(10f, 100f), Random.Range(0.1f, 0.2f), Random.Range(0.1f, 0.25f));
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float x = Random.Range(0, xBound);
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float z = Random.Range(0, zBound);
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float y = terrain.SampleHeight(new Vector3(x, 0, z));
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