Ejemplo n.º 1
0
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    void Start()
    {
        //--------------

        Class_AdditionalTools.RandomName(gameObject, "Forest");

        StartCoroutine(Class_Forest.Generation(thisTransform, treesMaterial));

        //--------------
    }
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    void Start()
    {
        //--------------

        Class_AdditionalTools.RandomName(gameObject, "Chunk Landscape");

        StartCoroutine(Class_Landscape.GenChunkLandscape(transform));

        //--------------
    }
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    void Start()
    {
        //--------------

        Class_AdditionalTools.RandomName(gameObject, "Asteroids Group");

        StartCoroutine(Class_Asteroid.GenAsteroidsGroup(transform, asteroid, asteroidGroupRadius, asteroidSize));

        //--------------
    }
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    void Start()
    {
        //--------------

        Class_AdditionalTools.RandomName(gameObject, "Tree");

        StartCoroutine(Optimization());

        //--------------
    }
Ejemplo n.º 5
0
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    void Start()
    {
        //--------------

        Class_AdditionalTools.RandomName(gameObject, "Moon");
        sqrtDistanceLod = Mathf.Pow(Class_Interface.distanceLod, 2);

        scaleMoon = Mathf.Abs(Class_AdditionalTools.PositionSeed(thisTransform, 0.112f));
        thisTransform.localScale = Vector3.one * (1 + (scaleMoon * 2));

        randomRotationUp   = Class_AdditionalTools.PositionSeed(thisTransform, 0.179f) * 0.03f;
        randomRotationLeft = Class_AdditionalTools.PositionSeed(thisTransform, 0.813f) * 0.03f;

        float uvOffsetX = Mathf.Abs(Class_AdditionalTools.PositionSeed(thisTransform, 0.123f));

        landscape.GetComponent <Landscape>().uvOffset = new Vector2(uvOffsetX, 0.5f);

        //--------------

        moonCube          = ChunkCubesPool.GiveCube();
        moonCubeTransform = moonCube.transform;
        moonCube.GetComponent <ChunkCube>().uvOffset = new Vector2(uvOffsetX, 0.5f);
        moonCubeTransform.parent     = thisTransform;
        moonCubeTransform.localScale = Vector3.one * 10;
        moonCubeTransform.SetPositionAndRotation(thisTransform.position, thisTransform.rotation);
        moonCube.SetActive(true);

        //--------------

        if (Mathf.Abs(Class_AdditionalTools.PositionSeed(thisTransform, 0.151f)) < 0.6f)
        {
            atmosphere.SetActive(false);
        }
        else
        {
            atmosphere.transform.localRotation = Quaternion.Euler(Mathf.Cos(uvOffsetX * 1.1f) * 16, Mathf.Cos(uvOffsetX * 2.2f) * 16, Mathf.Cos(uvOffsetX * 3.3f) * 16);
        }

        if (Mathf.Abs(Class_AdditionalTools.PositionSeed(thisTransform, 125.15f)) < 0.5f)
        {
            satellitesOrbit.SetActive(false);
            noSatellites = true;
        }
        else
        {
            StartCoroutine(Class_Moon.GenSatellites(thisTransform, satellitesOrbitTransform, scaleMoon, uvOffsetX));
        }

        //--------------

        StartCoroutine(Optimization());
        StartCoroutine(FakeFixedUpdate());

        //--------------
    }
Ejemplo n.º 6
0
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    void Start()
    {
        //--------------

        Class_AdditionalTools.RandomName(gameObject, "Cloud");

        int amountClouds = 3 + Mathf.RoundToInt(Mathf.Abs(Class_AdditionalTools.PositionSeed(transform, 7.141f)) * 9);

        StartCoroutine(Class_Atmosphere.GenCloud(transform, cloud, uvOffset, amountClouds));

        //--------------
    }
Ejemplo n.º 7
0
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    void Start()
    {
        //--------------

        Class_AdditionalTools.RandomName(gameObject, "Asteroid");
        Class_AdditionalTools.RandomName(asteroidCubes, "Asteroid Cubes");

        thisTransform.localRotation = Quaternion.Euler(Class_AdditionalTools.PositionSeed(thisTransform, 1.1f) * 90, Class_AdditionalTools.PositionSeed(thisTransform, 2.2f) * 90, Class_AdditionalTools.PositionSeed(thisTransform, 3.3f) * 90);
        int amountAsteroids = minAmountDetails + Mathf.RoundToInt(Mathf.Abs(Class_AdditionalTools.PositionSeed(transform, 8.98f)) * maxAmountDetails);

        StartCoroutine(Class_Asteroid.GenAsteroid(thisTransform, asteroidCubes.transform, Mathf.Pow(Class_Interface.distanceLod, 2), asteroidCubes, lod, amountAsteroids));

        //--------------
    }
Ejemplo n.º 8
0
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    void OnEnable()
    {
        //--------------

        Class_AdditionalTools.RandomName(gameObject, "Debris");

        thisRigidbody.AddExplosionForce(Random.Range(100, 210), thisTransform.position + Random.onUnitSphere, 1);
        brokenStage0 = false;
        counter0     = 0;

        //--------------

        StartCoroutine(Optimization());

        //--------------
    }
Ejemplo n.º 9
0
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    void Start()
    {
        //--------------

        Class_AdditionalTools.RandomName(gameObject, "Atmosphere");

        uvOffset = new Vector2(Mathf.Abs(Class_AdditionalTools.PositionSeed(thisTransform, 0.141f)), 0.5f);
        Class_AdditionalTools.UvMesh(GetComponent <MeshFilter>().mesh, uvOffset.x, uvOffset.y);
        int amountClouds = 10 + Mathf.RoundToInt(Mathf.Abs(Class_AdditionalTools.PositionSeed(transform, 3.141f)) * 25);

        if (cloudsOn == true)
        {
            StartCoroutine(Class_Atmosphere.GenAtmosphere(thisTransform, clouds, amountClouds, uvOffset));
        }

        //--------------
    }
Ejemplo n.º 10
0
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////



    void Start()
    {
        //--------------

        Class_AdditionalTools.RandomName(gameObject, "Planet");
        sqrtDistanceLod = Mathf.Pow(Class_Interface.distanceLod, 2);
        Class_PlanetarySystem.listPlanets.Add(gameObject);

        randomRotationUp   = Class_AdditionalTools.PositionSeed(thisTransform, 0.39f) * 0.025f;
        randomRotationLeft = Class_AdditionalTools.PositionSeed(thisTransform, 0.719f) * 0.025f;

        float uvOffsetX = Mathf.Abs(Class_AdditionalTools.PositionSeed(thisTransform, 0.115f));

        landscape.GetComponent <Landscape>().uvOffset = new Vector2(uvOffsetX, 0.5f);

        //--------------

        planetCube          = ChunkCubesPool.GiveCube();
        planetCubeTransform = planetCube.transform;
        planetCube.GetComponent <ChunkCube>().uvOffset = new Vector2(uvOffsetX, 0.5f);
        planetCubeTransform.parent     = thisTransform;
        planetCubeTransform.localScale = Vector3.one * 10;
        planetCubeTransform.SetPositionAndRotation(thisTransform.position, thisTransform.rotation);
        planetCube.SetActive(true);

        //--------------

        if (Mathf.Abs(Class_AdditionalTools.PositionSeed(thisTransform, 0.15f)) < 0.3f)
        {
            atmosphere.SetActive(false);
            forest.SetActive(false);
        }
        else
        {
            atmosphereTransform.localRotation = Quaternion.Euler(Mathf.Cos(uvOffsetX * 1.1f) * 10, Mathf.Cos(uvOffsetX * 2.2f) * 10, Mathf.Cos(uvOffsetX * 3.3f) * 10);
            atmosphereTransform.localScale    = Vector3.one * (18 + Mathf.Abs(Class_AdditionalTools.PositionSeed(thisTransform, 9.39f) * 4));
        }

        //--------------

        StartCoroutine(Optimization());
        StartCoroutine(FakeFixedUpdate());

        //--------------
    }
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////



    void Start()
    {
        //--------------

        Class_AdditionalTools.RandomName(gameObject, "Planetary System");
        sqrtDistanceLod = Mathf.Pow(Class_Interface.distanceLod, 2);

        randomRotationUp = Class_AdditionalTools.PositionSeed(thisTransform, 0.73f) * 0.05f;
        satellitesOrbit.transform.localRotation = Quaternion.Euler(Class_AdditionalTools.PositionSeed(thisTransform, 1.1f) * 15, Class_AdditionalTools.PositionSeed(thisTransform, 2.2f) * 15, Class_AdditionalTools.PositionSeed(thisTransform, 3.3f) * 15);

        //--------------

        StartCoroutine(Class_PlanetarySystem.Generation(thisTransform, satellitesOrbit, planet, moon, asteroid, spawnAI));
        StartCoroutine(Optimization());
        StartCoroutine(FakeFixedUpdate());

        //--------------
    }
Ejemplo n.º 12
0
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////



    void Start()
    {
        //--------------

        Class_AI.amountEnemyAIs += 1;
        Class_AdditionalTools.RandomName(gameObject, "Enemy AI");

        distanceToPlayer = 99999;
        speedTaming      = speedBehavior = lodSpeed = sign = variableRotation = 1;
        counter18        = counter21 = 20;

        if (seedScaleOn == true)
        {
            thisTransform.localScale = Vector3.one * (1 + (Mathf.Pow(Class_AdditionalTools.PositionSeed(thisTransform, 0.364f), 2) * sizeMultiplier));
        }
        localScaleX = thisTransform.localScale.x;

        amountLife = 10 * (Mathf.Pow(localScaleX, 1.5f) * lifeMultiplier);

        StartCoroutine(Core());
        StartCoroutine(CustomUpdate());

        //--------------
    }
Ejemplo n.º 13
0
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////



    void OnEnable()
    {
        //--------------

        if (outPool == false)
        {
            outPool = true;
            Class_AdditionalTools.RandomName(gameObject, "Chunk Cube");
            Class_AdditionalTools.UvMesh(GetComponent <MeshFilter>().mesh, uvOffset.x, uvOffset.y);
            amountDamage = currentDamage = 0;
            brokenStage0 = false;
            thisScaleX   = thisTransform.lossyScale.x;

            if (thisScaleX <= 4)
            {
                gameObject.layer = 21;
            }
            else if (thisScaleX > 4 && thisScaleX <= 8)
            {
                gameObject.layer = 20;
            }
            else if (thisScaleX > 8)
            {
                gameObject.layer = 19;
            }

            faultSize            = Random.Range(2.0f, 3.0f) + thisScaleX * 0.75f;
            faultSizeOptimize    = 1;
            numberDebris         = Random.Range(2, 5);
            numberCubeOutOfPool  = Random.Range(2, 4);
            cubeOutOfPoolScale   = 1.0f / numberCubeOutOfPool;
            thisRenderer.enabled = thisBoxCollider.enabled = true;
        }

        //--------------
    }