using System; using UnityEngine; using UnityEngine.Tilemaps; namespace Map { public class MapGenerator:Utils.MonoSingleton { public DoubleMap baseLevel; public Tilemap buildLevel; public Tilemap plantLevel; public void Start() { var perline= Utils.PerlinNoise.Instance; var size = 100; baseLevel.InitializeData(size, size); for (var i = 0; i < size; i++) { for (var j = 0; j < size; j++) { var dx = i - size/2; var dy = j - size/2; baseLevel.mapData[i][j] = (int)(Math.Sqrt(dx*dx + dy*dy) / 5) & 1; } } baseLevel.RefreshAllTiles(); } public bool CanPassThrough(int x, int y) { return GetTilePassCost(x, y) < 1; } public float GetTilePassCost(int x, int y) { return 0; } public float GetTileBulletCover(int x, int y) { return 0; } protected override void OnStart() { } } }