Ejemplo n.º 1
0
    void GenerateMesh(float xPos, float zPos)
    {
        //Size -1 so we don't throw errors
        int size = fullSize - 1;

        //Set start Pos
        int xTemp = (int)(xPos / size),
            zTemp = (int)(zPos / size),
            xOffs = xTemp * size,
            zOffs = zTemp * size;

        //If the mesh already exists , don't bother generating again
        if (GameObject.Find("Map [" + xTemp + ", " + zTemp + "]"))
        {
            return;
        }

        //Mesh init
        Mesh mesh = new Mesh();

        Vector3[] ver   = new Vector3[fullSize * fullSize];
        Vector3[] nor   = new Vector3[fullSize * fullSize];
        Vector2[] uvs   = new Vector2[fullSize * fullSize];
        Color[]   color = new Color[ver.Length];
        int[]     tri   = new int[(size * size) * 6];

        //Counters
        int tCount = 0;

        //MAIN LOOP
        for (int x = 0; x < fullSize; x++)
        {
            for (int z = 0; z < fullSize; z++)
            {
                //Get index = n
                int n = (z * fullSize) + x;

                //Get height of verticie
                float y = MapGeneration.getHeightAt(x + xOffs, z + zOffs);

                float h = 25f;
                if (y == h)
                {
                    if (MapGeneration.getHeightAt(x + xOffs + 1, z + zOffs + 0) == h &&
                        MapGeneration.getHeightAt(x + xOffs + 0, z + zOffs + 1) == h &&
                        MapGeneration.getHeightAt(x + xOffs - 1, z + zOffs + 0) == h &&
                        MapGeneration.getHeightAt(x + xOffs + 0, z + zOffs - 1) == h &&
                        MapGeneration.getHeightAt(x + xOffs + 1, z + zOffs + 1) == h &&
                        MapGeneration.getHeightAt(x + xOffs - 1, z + zOffs - 1) == h &&
                        MapGeneration.getHeightAt(x + xOffs + 1, z + zOffs - 1) == h &&
                        MapGeneration.getHeightAt(x + xOffs - 1, z + zOffs + 1) == h)
                    {
                        if (!meshFlat.Contains(new Vector3(x + xOffs, y, z + zOffs)))
                        {
                            meshFlat.Add(new Vector3(x + xOffs, y, z + zOffs));
                        }
                    }
                    else
                    {
                        if (!meshEdge.Contains(new Vector3(x + xOffs, y, z + zOffs)))
                        {
                            meshEdge.Add(new Vector3(x + xOffs, y, z + zOffs));
                        }
                    }
                }

                //Set height of verticie
                ver[n] = new Vector3(x + xOffs, y, z + zOffs);

                //Set triangles
                if (x < size && z < size)
                {
                    tri[tCount + 0] = n;
                    tri[tCount + 1] = n + fullSize;
                    tri[tCount + 2] = n + (fullSize + 1);

                    tri[tCount + 3] = n + (fullSize + 1);
                    tri[tCount + 4] = n + 1;
                    tri[tCount + 5] = n;

                    tCount += 6;
                }

                //Set uvs / normals
                uvs[n] = new Vector2(x, z);
                nor[n] = Vector3.up;

                //Colors
                if (y > 5.75f && y <= 6.5f)
                {
                    color[n] = new Color32(129, 191, 120, 1);
                }
                else if (y == 15)
                {
                    color[n] = new Color32(72, 133, 64, 1);
                }
                else if (y == 25)
                {
                    color[n] = new Color32(117, 117, 48, 1);
                }
                if (y > 6.5f && y < 15)
                {
                    color[n] = new Color32(33, 84, 29, 1);
                }
                else if (y > 15 && y < 25)
                {
                    color[n] = new Color32(64, 64, 25, 1);
                }
            }
        }
        //Set Mesh
        mesh.vertices  = ver;
        mesh.triangles = tri;
        mesh.uv        = uvs;
        mesh.normals   = nor;
        mesh.colors    = color;

        //CREATE OBJECT
        GameObject obj = new GameObject("Map [" + xTemp + ", " + zTemp + "]");

        obj.AddComponent <MeshFilter>();
        obj.AddComponent <MeshRenderer>();
        obj.AddComponent <TerrainUnloader>();
        obj.tag = "Terrain";

        //SET COMPONENTS
        obj.GetComponent <MeshFilter>().sharedMesh       = mesh;
        obj.GetComponent <MeshRenderer>().sharedMaterial = material;
        obj.GetComponent <MeshRenderer>().receiveShadows = false;
    }