Ejemplo n.º 1
0
    /// <summary>
    /// Generates pre-grown trees for the world voxel grid.
    /// </summary>
    private void GenerateTrees()
    {
        UnityEngine.Random.seed = Settings.Seed;

        for (int x = 0; x < WorldVoxels.Instance.Voxels.GetLength(0); ++x)
        {
            //Plant a tree in this column with a random chance.
            if (UnityEngine.Random.value > Settings.TreeChance)
            {
                continue;
            }

            //Find the surface height.
            int y = (int)(WorldVoxels.Instance.Voxels.GetLength(1) * (1.0f - Settings.Biome_Surface));
            UnityEngine.Assertions.Assert.IsTrue(y >= 0 && y < WorldVoxels.Instance.Voxels.GetLength(1));

            //If the first estimate is empty space, move downward.
            if (WorldVoxels.Instance.Voxels[x, y] == VoxelTypes.Empty)
            {
                while (y > 0 && WorldVoxels.Instance.Voxels[x, y - 1] == VoxelTypes.Empty)
                {
                    y -= 1;
                }
            }
            //Otherwise, move upward.
            else
            {
                while (y < WorldVoxels.Instance.Voxels.GetLength(1) - 1 &&
                       WorldVoxels.Instance.Voxels[x, y] != VoxelTypes.Empty)
                {
                    y += 1;
                }
            }

            //Now that we have the surface position, grow a tree there.

            Vector2i pos = new Vector2i(x, y);
            Tree tree = new Tree(new GrowPattern_Oak(), new GrowData_Oak(pos, VoxelTypes.Tree_Wood));
            tree.GrowDat = tree.GrowPattern.Sprout(WorldVoxels.Instance.Voxels, VoxelTypes.Tree_Wood, pos,
                                                   new List<Vector2i>());
            WorldTrees.Instance.Trees.Add(tree);

            int nGrowths = (int)Mathf.Lerp(Settings.TreeMinGrowth, Settings.TreeMaxGrowth,
                                           Mathf.Pow(UnityEngine.Random.value,
                                                     Settings.TreeGrowthExponent));
            for (int i = 0; i < nGrowths; ++i)
                tree.GrowBareBones();
        }
    }