118 lines
3.2 KiB
C#
118 lines
3.2 KiB
C#
using System;
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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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{
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nutrientMap = new float[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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nutrientMap[r, c] = 1;
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}
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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public float GetNutrients(float x, float y, float radius)
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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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int ceilRad = Mathf.CeilToInt(radius);
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float totalNutrients = 0;
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for(int r = -ceilRad; r < ceilRad; r++)
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{
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for (int c = -ceilRad; c < ceilRad; c++)
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{
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if((locX + ceilRad > 0 && locX + ceilRad < sizeX) && (locY + ceilRad > 0 && locY + ceilRad < sizeY))
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{
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int fraction = Mathf.Abs(r) + Mathf.Abs(c);
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if(fraction == 0)
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{
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totalNutrients += nutrientMap[locX + ceilRad, locY + ceilRad];
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}
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else
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{
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totalNutrients += nutrientMap[locX + ceilRad, locY + ceilRad] / (fraction * 2);
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}
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}
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}
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}
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if(totalNutrients == 0)
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{
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float thing = nutrientMap[locX, locY];
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Debug.Log("HERE" + thing);
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}
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return totalNutrients;
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}
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public void UseNutrients(float x, float y, float radius, float used)
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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] -= 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, 0.5f));
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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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meshRenderer.gameObject.SetActive(true);
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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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}
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}
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#endif
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}
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