Ejemplo n.º 1
0
    public void setConfig(string configStr)
    {
        ConfigurationCollector.ServerConfig config = JsonUtility.FromJson <ConfigurationCollector.ServerConfig>(configStr);

        // Set LowPolyTerrainGenerator - Config
        LowPolyTerrainGenerator.Config terrainConfig = new LowPolyTerrainGenerator.Config();

        // terrain: cell size, noise scale
        terrainConfig.cellSize   = config.cellSize;
        terrainConfig.noiseScale = config.noiseScale;
        // terrain, va: height vs. valence arousal, noise vs. valence arousal
        terrainConfig.heightValenceDirect  = config.heightRelations[0];
        terrainConfig.heightValenceInverse = config.heightRelations[1];
        terrainConfig.heightArousalDirect  = config.heightRelations[2];
        terrainConfig.heightArousalInverse = config.heightRelations[3];

        terrainConfig.noiseValenceDirect  = config.noiseRelations[0];
        terrainConfig.noiseValenceInverse = config.noiseRelations[1];
        terrainConfig.noiseArousalDirect  = config.noiseRelations[2];
        terrainConfig.noiseArousalInverse = config.noiseRelations[3];

        terrain.setConfig(terrainConfig);
        terrain.Generate();

        // Set Light Properties
        // colors: skybox atmosphere thickness, sea material color, light colors
        lights.setAtmosphereThickness(config.atmosphereThickness);
        lights.setSeaColor(config.seaColor);
        lights.setLightColors(config.lightHSV);

        // TODO implement path + interpolation stuff
        // path: object positions (x,y, (z)) coordinates -- z should be fitted somehow
    }
Ejemplo n.º 2
0
    public void setConfig()
    {
        //TODO get config via HTTP request
        ConfigurationCollector.ServerConfig config = JsonUtility.FromJson <ConfigurationCollector.ServerConfig>(configStr);

        // Set LowPolyTerrainGenerator - Config
        LowPolyTerrainGenerator.Config terrainConfig = new LowPolyTerrainGenerator.Config();

        // terrain: cell size, noise scale
        terrainConfig.cellSize   = config.cellSize;
        terrainConfig.noiseScale = config.noiseScale;
        // terrain, va: height vs. valence arousal, noise vs. valence arousal
        terrainConfig.heightValenceDirect  = config.heightRelations[0];
        terrainConfig.heightValenceInverse = config.heightRelations[1];
        terrainConfig.heightArousalDirect  = config.heightRelations[2];
        terrainConfig.heightArousalInverse = config.heightRelations[3];

        terrainConfig.noiseValenceDirect  = config.noiseRelations[0];
        terrainConfig.noiseValenceInverse = config.noiseRelations[1];
        terrainConfig.noiseArousalDirect  = config.noiseRelations[2];
        terrainConfig.noiseArousalInverse = config.noiseRelations[3];

        terrain.setConfig(terrainConfig);
        terrain.Generate();

        // Set Light Properties
        // colors: skybox atmosphere thickness, sea material color
        skyboxMat.SetFloat("_AtmosphereThickness", config.atmosphereThickness);
        seaMat.SetColor("_EmissionColor", Color.HSVToRGB(config.seaColor.x, config.seaColor.y, config.seaColor.z));
        // colors, va: saturation vs. valence arousal, brightness vs. valence arousal
        // colors, regions: hue values for 9 lights (or combine with prev step and get hsv or rgb)
        setLightColors(config.lightHSV);
        setLightHeights(config.heightRelations);

        // TODO implement path + interpolation stuff
        // path: object positions (x,y, (z)) coordinates -- z should be fitted somehow
    }