public ExodusLocation(Pos p, float[] biomes, ExodusGame game, Dictionary <string, float> qualities) { _p = p; _biomes = biomes; _game = game; _qualities = qualities; mDebug.Log("MakingExodusLocation", false); }
// Start is called before the first frame update public void Start() { IGame _game = new GameBase(); if (projectName == ProjectName.Exodus) { _game = new ExodusGame(); } Init(_game); }
public static Dictionary <Pos, ILocation> MakeLocationsForExodus(ExodusGame game, MapGen mapGen, int numCats, float cutoff = 0.9f) { IMap map = game.map; Dictionary <Pos, ILocation> locations = new Dictionary <Pos, ILocation>(); for (int x = 0; x < map.xDim; x++) { for (int y = 0; y < map.yDim; y++) { Pos p = map.pathMap[new Loc(x, y).key()]; Dictionary <string, float> qualities = mapGen.GetLocationQualities(x, y); locations[p] = new ExodusLocation(p, new float[numCats], game, qualities); } } return(locations); }
public static Dictionary <Pos, ILocation> MakeLocationsForExodusFromMethod(BiomeInitialization biomeInit, ExodusGame game, MapGen mapGen, int numCats) { IMap map = game.map; Dictionary <Pos, ILocation> locations = new Dictionary <Pos, ILocation>(); float[][,] biomes = ExodusBiomeInitializer.GetBiomesFromMethod(map, mapGen, numCats, biomeInit); Color[] colorList = Colors.ColorListProcedural(2000); for (int x = 0; x < map.xDim; x++) { for (int y = 0; y < map.yDim; y++) { Pos p = map.pathMap[new Loc(x, y).key()]; float[] thisBiomes = new float[numCats]; for (int iCat = 0; iCat < numCats; iCat++) { thisBiomes[iCat] = biomes[iCat][x, y]; } Dictionary <string, float> qualities = mapGen.GetLocationQualities(x, y); locations[p] = new ExodusLocation(p, thisBiomes, game, qualities); } } return(locations); }
public ExodusKeyHandler(ExodusGame game) { _game = game; }