Created
February 6, 2017 08:41
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UnityEngine.Tilemapの中身をランタイムで書き換えて両端ループとかするサンプル。
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Tilemaps; | |
public class ScrollTilemap : MonoBehaviour { | |
[SerializeField] | |
private Tilemap tileMap; | |
[SerializeField] | |
private Tile[] tiles; | |
private int[,] cells = { | |
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, }, | |
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 1, 0, }, | |
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 1, }, | |
{ 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 6, 2, 1, }, | |
{ 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 7, 2, 2, }, | |
{ 1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 5, 1, 1, 1, 1, 1, 2, 2, 2, }, | |
{ 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 2, 1, }, | |
{ 0, 0, 0, 0, 0, 1, 1, 1, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, }, | |
{ 0, 0, 0, 0, 1, 2, 2, 2, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, }, | |
{ 0, 0, 0, 0, 1, 2, 2, 4, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 1, 0, }, | |
{ 0, 0, 0, 1, 2, 2, 1, 4, 3, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 0, }, | |
{ 0, 0, 0, 0, 1, 2, 1, 3, 4, 3, 3, 1, 0, 0, 0, 0, 0, 1, 0, 0, }, | |
{ 0, 0, 0, 0, 1, 1, 2, 1, 3, 3, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, }, | |
{ 0, 0, 0, 0, 0, 1, 1, 1, 3, 3, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, }, | |
{ 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, | |
{ 0, 0, 0, 0, 0, 1, 8, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, | |
{ 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, | |
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, | |
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, | |
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, | |
}; | |
float moveTime = 0.0f; | |
Vector2Int playerPosition = new Vector2Int( 9, 7 ); | |
// Use this for initialization | |
void Start () { | |
MapUpdate( playerPosition ); | |
} | |
int x_dir = 0; | |
int y_dir = 0; | |
// Update is called once per frame | |
void Update () { | |
if ( ( x_dir == 0 ) && ( y_dir == 0 ) ) { | |
if ( Input.GetAxis( "Horizontal" ) > 0.0f ) { | |
x_dir = 1; | |
moveTime = 0.0f; | |
} | |
if ( Input.GetAxis( "Horizontal" ) < 0.0f ) { | |
x_dir = -1; | |
moveTime = 0.0f; | |
} | |
} | |
if ( ( x_dir == 0 ) && ( y_dir == 0 ) ) { | |
if ( Input.GetAxis( "Vertical" ) > 0.0f ) { | |
y_dir = -1; | |
moveTime = 0.0f; | |
} | |
if ( Input.GetAxis( "Vertical" ) < 0.0f ) { | |
y_dir = 1; | |
moveTime = 0.0f; | |
} | |
} | |
if ( ( x_dir != 0 ) || ( y_dir != 0 ) ) { | |
moveTime += Time.deltaTime; | |
if ( moveTime > 0.4f ) { | |
playerPosition.x += x_dir; | |
playerPosition.y += y_dir; | |
if ( playerPosition.x > 19 ) { | |
playerPosition.x = 0; | |
} | |
if ( playerPosition.x < 0 ) { | |
playerPosition.x = 19; | |
} | |
if ( playerPosition.y > 19 ) { | |
playerPosition.y = 0; | |
} | |
if ( playerPosition.y < 0 ) { | |
playerPosition.y = 19; | |
} | |
MapUpdate( playerPosition ); | |
x_dir = 0; | |
y_dir = 0; | |
moveTime = 0.0f; | |
} | |
Camera.main.transform.localPosition = new Vector3( 10 + Mathf.Clamp( moveTime / 0.4f, 0.0f, 1.0f ) * x_dir, -( 5 + Mathf.Clamp( moveTime / 0.4f, 0.0f, 1.0f ) * y_dir ), -10 ); | |
} | |
} | |
void MapUpdate( Vector2Int pos ) { | |
Vector3Int v = Vector3Int.zero; | |
for ( int y = 0; y < 12; ++y ) { | |
for ( int x = 0; x < 20; ++x ) { | |
int cell_x = pos.x - 10 + x; | |
int cell_y = pos.y - 6 + y; | |
if ( cell_x < 0 ) { | |
cell_x = 20 + cell_x; | |
} | |
if ( cell_x > 19 ) { | |
cell_x = cell_x - 20; | |
} | |
if ( cell_y < 0 ) { | |
cell_y = 20 + cell_y; | |
} | |
if ( cell_y > 19 ) { | |
cell_y = cell_y - 20; | |
} | |
var field_tile = tiles[ cells[ cell_y, cell_x ] ]; | |
tileMap.SetTile( new Vector3Int( x, -y, 0 ), field_tile ); | |
} | |
} | |
} | |
} |
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