protected override void Init(MyObjectBuilder_DefinitionBase builder)
        {
            base.Init(builder);
            var ob = builder as MyObjectBuilder_PlanetGeneratorDefinition;

            IsMoonDefinition = ob.IsMoonDefinition;
            Deviation        = ob.Deviation;
            StructureRatio   = ob.StructureRatio;
            HasAtmosphere    = ob.HasAtmosphere;

            HillParams           = ob.HillParams;
            CanyonParams         = ob.CanyonParams;
            NumLayers            = ob.NumLayers;
            HostilityProbability = ob.HostilityProbability;

            SouthPole = ob.SouthPole;
            NorthPole = ob.NorthPole;

            FloraMaterialSpawnProbability = ob.FloraMaterialSpawnProbability;


            OrganicHeightEnd = ob.OrganicHeightEnd;

            MetalsOreProbability = ob.MetalsOreProbability;

            GravityFalloffPower = ob.GravityFalloffPower;

            HostileAtmosphereColorShift = ob.HostileAtmosphereColorShift;

            MaterialsMaxDepth = ob.MaterialsMaxDepth;
            MaterialsMinDepth = ob.MaterialsMinDepth;
        }
Ejemplo n.º 2
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        private static MyCsgShapePlanetHillAttributes FillValues(MyStructureParams input, MyRandom random)
        {
            MyCsgShapePlanetHillAttributes outputValues = new MyCsgShapePlanetHillAttributes();

            outputValues.BlendTreshold = random.NextFloat(input.BlendSize.Min, input.BlendSize.Max);
            outputValues.Treshold      = random.NextFloat(input.Treshold.Min, input.Treshold.Max);
            outputValues.Frequency     = random.NextFloat(input.Frequency.Min, input.Frequency.Max);
            outputValues.SizeRatio     = random.NextFloat(input.SizeRatio.Min, input.SizeRatio.Max);
            outputValues.NumNoises     = random.Next((int)input.NumNoises.Min, (int)input.NumNoises.Max);

            return(outputValues);
        }