Closed apodgo2 closed 7 years ago
The last task for this issue really deserves it's own issue ticket, it involves creating a new file to track different configurations of GridSpaces instead of using the hardcoded ones I'm currently using, then creating a whole new map file which chooses the GridSpace Configurations and spawns them in sequentially, via a matrix... so I don't think we'll get that done by the milestone, and i'm just gonna close this ticket.
The entire MapGenerator AI and realtime generator is completed as of 227c926 anyways. Enjoy!
Reasoning:
we have MapLoader which handles the loading of pre-generated prefabs into the game and pools them
right now the MapLoader also defines the map layout. This is undesirable for a number of reasons:
Implementation:
This will require a lot of work, and will take it's own custom AI to intelligently create map tiles based on context. We'll need to do a number of tasks:
[x] Map generator needs to keep track of GridSpace types and thusly needs a list of GridSpace templates. We need to create a whole bunch of GridSpace templates which will take lots of time to specify by hand and test, made a little more complicated by not having the Tile prefabs to work with yet.
[x] Needs to be able to simply take a grid coordinate, then:
And all of this needs to be done while keeping the positions of all of these game objects in sync along with all of their necessary classes updated about these changes as they are generated.
After all this we can tie the 2D Gridview into the MapGenerator so it will generate the map at runtime. Woo