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ProceduralBuilding.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using static UnityEngine.Mathf;
//This class is all authored by me as you might be able to tell. It started out being fairly flexible, and slowly moved
//towards 'hard coded' to work with my module. Changing it back to be fully parametric would only require changing not more than handful of lines.
public class ProceduralBuilding
{
int boundingXZ;
float multiplierSpacing;
BuildCity city;
float _voxelSize;
List<GameObject> buildings;
public void Start()
{
buildings = new List<GameObject>();
}
public ProceduralBuilding(int boundingXZ, float multiplierSpacing, BuildCity city)
{
this.boundingXZ = boundingXZ;
this.multiplierSpacing = multiplierSpacing;
this.city = city;
_voxelSize = city.voxelSize;
}
public GameObject BuildingA(int lowerRange, int upperRange, Vector3 position, Material outline, Color color)
{
GameObject _parent = new GameObject();
_parent.transform.position = position;
_parent.AddComponent<MeshRenderer>();
_parent.AddComponent<MeshCollider>();
_parent.isStatic = true;
float module = this.boundingXZ / 6.0f;
float doubleMod = module * 2.0f;
for (double i = 0; i < 3; i++)
{
for (double j = 0; j < 3; j++)
{
var rand = Random.Range(lowerRange, upperRange);
var randMod = rand % 2 == 0 ? rand : rand + 1;
var point = new Vector3((float)(i * doubleMod + module) - (this.boundingXZ / 2.0f),0.0f,(float) (j * doubleMod + module) - this.boundingXZ / 2.0f);
var pos = point + new Vector3(0.0f, (randMod * multiplierSpacing / 2) + _voxelSize * 1.0f, 0.0f);
var geo = (GameObject.CreatePrimitive(PrimitiveType.Cube));
geo.AddComponent<MeshCollider>();
geo.GetComponent<BoxCollider>().enabled = false;
geo.GetComponent<MeshRenderer>().material = outline;
geo.GetComponent<MeshRenderer>().material.color = color;
geo.transform.position = pos;
var scale = geo.transform.localScale;
var newScale = scale + new Vector3((doubleMod - 1.0f) * multiplierSpacing, randMod, (doubleMod - 1.0f) * multiplierSpacing);
geo.transform.localScale = newScale;
geo.isStatic = true;
geo.transform.SetParent(_parent.transform, false);
}
}
var geoBig = (GameObject.CreatePrimitive(PrimitiveType.Cube));
geoBig.transform.position = position;
var scaleB = geoBig.transform.localScale;
var newScaleB = scaleB + new Vector3(12, 100, 12);
geoBig.transform.localScale = newScaleB;
geoBig.AddComponent<MeshCollider>();
geoBig.GetComponent<MeshRenderer>().material.color = Color.magenta;
geoBig.GetComponent<MeshRenderer>().enabled = false;
geoBig.isStatic = true;
geoBig.transform.SetParent(_parent.transform, true);
geoBig.transform.SetAsFirstSibling();
return _parent;
}
public GameObject BuildingB(int lowerRange, int upperRange, Vector3 position, Material outline, Color color)
{
GameObject _parent = new GameObject();
_parent.transform.position = position;
_parent.AddComponent<MeshRenderer>();
_parent.AddComponent<MeshCollider>();
_parent.isStatic = true;
float module = boundingXZ / 4.0f;
float doubleMod = module * 2.0f;
for (double i = 0; i < 2; i++)
{
for (double j = 0; j < 2; j++)
{
var rand = Random.Range(lowerRange, upperRange);
var randMod = rand % 2 == 0 ? rand : rand + 1;
var point = new Vector3((float) (i * doubleMod + module) - (boundingXZ / 2.0f),0.0f, (float)(j * doubleMod + module) - (boundingXZ / 2.0f));
var pos = point + new Vector3(0.0f, (randMod * multiplierSpacing / 2)+ _voxelSize * 1.0f, 0.0f);
var geo = (GameObject.CreatePrimitive(PrimitiveType.Cube));
geo.AddComponent<MeshCollider>();
geo.GetComponent<BoxCollider>().enabled = false;
geo.GetComponent<MeshRenderer>().material = outline;
geo.GetComponent<MeshRenderer>().material.color = color;
geo.transform.position = pos;
var scale = geo.transform.localScale;
var newScale = scale + new Vector3((doubleMod - 1.0f) * multiplierSpacing, randMod, (doubleMod - 1.0f) * multiplierSpacing);
geo.transform.localScale = newScale;
geo.transform.SetParent(_parent.transform, false);
geo.isStatic = true;
}
}
//big mesh collider to subtract from overall sparse mesh volume
var geoBig = (GameObject.CreatePrimitive(PrimitiveType.Cube));
geoBig.transform.position = position;
var scaleB = geoBig.transform.localScale;
var newScaleB = scaleB + new Vector3(12, 100, 12);
geoBig.transform.localScale = newScaleB;
geoBig.AddComponent<MeshCollider>();
geoBig.isStatic = true;
geoBig.GetComponent<MeshRenderer>().material.color = Color.magenta;
geoBig.GetComponent<MeshRenderer>().enabled = false;
geoBig.transform.SetParent(_parent.transform, true);
geoBig.transform.SetAsFirstSibling();
return _parent;
}
public GameObject BuildingC(int lowerRange, int upperRange, Vector3 position, Material outline, Color color)
{
GameObject _parent = new GameObject();
_parent.transform.position = position;
_parent.AddComponent<MeshRenderer>();
_parent.AddComponent<MeshCollider>();
_parent.isStatic = true;
GameObject[] gos = new GameObject[4];
var rand1 = Random.Range(lowerRange, upperRange);
var randMod1 = rand1 % 2 == 0 ? rand1 : rand1 + 1;
var rand2 = Random.Range(lowerRange, upperRange);
var randMod2 = rand2 % 2 == 0 ? rand2 : rand2 + 1;
var rand3 = Random.Range(lowerRange, upperRange);
var randMod3 = rand3 % 2 == 0 ? rand3 : rand3 + 1;
var rand4 = Random.Range(lowerRange, upperRange);
var randMod4 = rand4 % 2 == 0 ? rand4 : rand4+ 1;
float module = boundingXZ / 6.0f;
float doubleMod = module * 2.0f;
var block1 = BldgCRoutine(1, 2, randMod1, module, module, doubleMod, position, outline, color);
var block2 = BldgCRoutine(4, 1, randMod2, module, doubleMod, module, position, outline, color);
var block3 = BldgCRoutine(5, 4, randMod3, module, module, doubleMod, position, outline, color);
var block4 = BldgCRoutine(2,5, randMod4, module, doubleMod, module, position, outline, color);
gos[0] = block1;
gos[1] = block2;
gos[2] = block3;
gos[3] = block4;
for (int i = 0; i < gos.Length; i++)
{
gos[i].transform.SetParent(_parent.transform, false);
}
//big mesh collider to subtract from overall sparse mesh volume
var geoBig = (GameObject.CreatePrimitive(PrimitiveType.Cube));
geoBig.transform.position = position;
var scaleB = geoBig.transform.localScale;
var newScaleB = scaleB + new Vector3(12, 100, 12);
geoBig.transform.localScale = newScaleB;
geoBig.AddComponent<MeshCollider>();
geoBig.isStatic = true;
geoBig.GetComponent<MeshRenderer>().material.color = Color.magenta;
geoBig.GetComponent<MeshRenderer>().enabled = false;
geoBig.transform.SetParent(_parent.transform, true);
geoBig.transform.SetAsFirstSibling();
return _parent;
}
public GameObject BuildingD(int lowerRange, int upperRange, Vector3 position, Material outline, Color color)
{
GameObject _parent = new GameObject();
_parent.transform.position = position;
_parent.AddComponent<MeshRenderer>();
_parent.AddComponent<MeshCollider>();
_parent.isStatic = true;
float module = boundingXZ / 4.0f;
var rand1 = Random.Range(lowerRange, upperRange);
var randMod1 = rand1 % 2 == 0 ? rand1 : rand1 + 1;
var rand2 = Random.Range(lowerRange, upperRange);
var randMod2 = rand2 % 2 == 0 ? rand2 : rand2 + 1;
var pointA = new Vector3(module * 2.0f - (boundingXZ / 2.0f), 0.0f, 3.0f * module - (boundingXZ / 2.0f));
var posA = pointA + new Vector3(0.0f, (randMod1 * multiplierSpacing / 2)+ _voxelSize * 1.0f, 0.0f);
var geoA = (GameObject.CreatePrimitive(PrimitiveType.Cube));
geoA.AddComponent<MeshCollider>();
geoA.GetComponent<BoxCollider>().enabled = false;
geoA.GetComponent<MeshRenderer>().material = outline;
geoA.GetComponent<MeshRenderer>().material.color = color;
geoA.transform.position = posA;
var scaleA = geoA.transform.localScale;
var newScaleA = scaleA + new Vector3(((module*4)-1.0f) * multiplierSpacing, randMod1, ((module*2)-1.0f) * multiplierSpacing);
geoA.transform.localScale = newScaleA;
geoA.isStatic = true;
geoA.transform.SetParent(_parent.transform, false);
var pointB = new Vector3(module * 2 - (boundingXZ / 2.0f), 0.0f, module - (boundingXZ / 2.0f));
var posB = pointB + new Vector3(0.0f, (randMod2 * multiplierSpacing / 2) + _voxelSize*1.0f, 0.0f);
var geoB = (GameObject.CreatePrimitive(PrimitiveType.Cube));
geoB.AddComponent<MeshCollider>();
geoB.GetComponent<BoxCollider>().enabled = false;
geoB.GetComponent<MeshRenderer>().material = outline;
geoB.GetComponent<MeshRenderer>().material.color = color;
geoB.transform.position = posB;
var scaleB = geoB.transform.localScale;
var newScaleB = scaleB + new Vector3(((module*4.0f)-1.0f) * multiplierSpacing, randMod2, ((module*2.0f)-1.0f) * multiplierSpacing);
geoB.transform.localScale = newScaleB;
geoB.isStatic = true;
geoB.transform.SetParent(_parent.transform, false);
//big mesh collider to subtract from overall sparse mesh volume
var geoBig = (GameObject.CreatePrimitive(PrimitiveType.Cube));
geoBig.transform.position = position;
var scaleBig = geoBig.transform.localScale;
var newScaleBig = scaleBig + new Vector3(12, 100, 12);
geoBig.transform.localScale = newScaleBig;
geoBig.AddComponent<MeshCollider>();
geoBig.isStatic = true;
geoBig.GetComponent<MeshRenderer>().material.color = Color.magenta;
geoBig.GetComponent<MeshRenderer>().enabled = false;
geoBig.transform.SetParent(_parent.transform, true);
geoBig.transform.SetAsFirstSibling();
return _parent;
}
public GameObject BldgCRoutine(int multiplier1, int multiplier2, int multiplier3, float module, float scale1, float scale2, Vector3 position, Material outline, Color color)
{
var deltaA = boundingXZ * 4;
var deltaB = boundingXZ * 8;
var point = new Vector3((module * multiplier1)- (boundingXZ / 2.0f) , 0.0f, (module * multiplier2) - (boundingXZ / 2.0f));
var pos = point + new Vector3(0.0f, (multiplier3 * multiplierSpacing / 2) + _voxelSize * 1.0f, 0.0f);
var geo = (GameObject.CreatePrimitive(PrimitiveType.Cube));
geo.AddComponent<MeshCollider>();
geo.GetComponent<BoxCollider>().enabled = false;
geo.GetComponent<MeshRenderer>().material = outline;
geo.GetComponent<MeshRenderer>().material.color = color;
geo.transform.position = pos;
var scale = geo.transform.localScale;
var newScale = scale + new Vector3(scale1*2 -1 * multiplierSpacing, multiplier3, scale2*2 -1 * multiplierSpacing);
geo.transform.localScale = newScale;
geo.isStatic = true;
return geo;
}
}