So I’ve been trying to get 5 layers above my generated terrain, but I cant figure out how to do this.
Thnx in advance.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class ProceduralGeneration : MonoBehaviour
{
[Header("Terrain Gen")]
[SerializeField] int width, height;
[SerializeField] float smoothness = 50;
[SerializeField] int dirtLayerHeight = 5;
[Header("Caves")]
[Range(0, 100)]
[SerializeReference] int randomFillPercent;
[Range(0, 10)]
[SerializeField] int smoothAmount;
int[] perlinHeightList;
[SerializeField] TileBase stoneTile, caveTile, groundTile;
[SerializeField] Tilemap stoneTilemap, caveTileMap, groundTilemap;
[SerializeField] float seed;
int[,] map;
private void Start()
{
perlinHeightList = new int[width];
Generation();
}
void Generation()
{
seed = Random.Range(10000, -10000);
stoneTilemap.ClearAllTiles();
map = GenerateArray(width, height, true);
map = TerrainGeneration(map);
SmoothMap(smoothAmount);
RenderMap(map, stoneTilemap, caveTileMap, stoneTile, caveTile);
}
public int[,] GenerateArray(int width, int height, bool empty)
{
int[,] map = new int[width, height];
for(int x = 0; x < width; x++)
{
for(int y = 0; y < height; y++)
{
map[x, y] = empty ? 0 : 1;
}
}
return map;
}
bool IsInMapRange(int x, int y)
{
return x >= 0 && x < width && y >= 0 && y < height;
}
public int[,] TerrainGeneration(int[,] map)
{
System.Random pesudoRandom = new System.Random(seed.GetHashCode());
int perlinHeight;
for(int x = 0; x < width; x++)
{
perlinHeight = Mathf.RoundToInt(Mathf.PerlinNoise(x / smoothness, seed) * height / 2);
perlinHeight += height / 2;
perlinHeightList[x] = perlinHeight;
for (int y = 0; y < perlinHeight; y++)
{
map[x, y] = (pesudoRandom.Next (1,100) < randomFillPercent) ? 1 : 2;
}
}
return map;
}
void SmoothMap(int smoothAmount)
{
for (int i = 0; i < smoothAmount; i++)
{
for (int x = 0; x < width; x++)
{
for (int y = 0; y < perlinHeightList[x]; y++)
{
if (x == 0 || y == 0 || x == width - 1 || y == perlinHeightList[x] - 1)
{
map[x, y] = 1;
}
else
{
int surroundingGroundCount = GetSurroundingGroundCount(x, y);
if (surroundingGroundCount > 4)
{
map[x, y] = 1;
}
else if (surroundingGroundCount < 4)
{
map[x, y] = 2;
}
}
}
}
}
}
int GetSurroundingGroundCount(int gridX, int gridY)
{
int groundCount = 0;
for (int nebX = gridX - 1; nebX <= gridX+1; nebX++ )
{
for (int nebY = gridY - 1; nebY <= gridY+ 1; nebY++)
{
if (IsInMapRange(nebX, nebY))
{
if (nebX != gridX || nebY != gridY)
{
if (map[nebX,nebY] == 1)
{
groundCount++;
}
}
}
}
}
return groundCount;
}
public void RenderMap(int[,] map, Tilemap stoneTilemap, Tilemap caveTileMap, TileBase stoneTilebase, TileBase caveTilebase)
{
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
if (map[x, y] == 1)
{
stoneTilemap.SetTile(new Vector3Int(x, y, 0), stoneTilebase);
//caveTileMap.SetTile(new Vector3Int(x, y, 0), caveTilebase);
}
else if (map[x, y] == 2)
{
caveTileMap.SetTile(new Vector3Int(x, y, 0), caveTilebase);
}
}
}
}
void clearMap()
{
stoneTilemap.ClearAllTiles();
caveTileMap.ClearAllTiles();
}
}