// <summary> Set all the blocks below water level to water </summary>
 private void GenerateWater()
 {
     for (int i = 0; i < initialWorldSize; i++)
     {
         for (int j = 0; j < initialWorldSize; j++)
         {
             int noiseHeight = noise.getNoise(i - minX, j - minZ, maxY - minY - 2);
             if (noiseHeight <= waterLevel)
             {
                 for (int a = waterLevel; a > 0; a--)
                 {
                     if (worldBlocks[i, a, j] == null) // if it is an empty block beneath the level of 7, set it to water
                     {
                         worldBlocks[i, a, j] = new Block_Water(new Vector3(i, a, j));
                     }
                     else // otherwise set it to stone so the bottom of lake is rock
                     {
                         if (a > waterLevel - 1)
                         {
                             worldBlocks[i, a, j] = new Block_Sand(new Vector3(i, a, j));
                         }
                     }
                 }
             }
         }
     }
 }
Example #2
0
    public override void m_break(int amount)
    {
        if (breakable)
        {
            m_hardness -= 1;
            if (m_hardness <= 0)
            {
                Main mainscrpt = GameObject.FindObjectOfType <Main>();
                mainscrpt.wg.worldBlocks[(int)index.x, (int)index.y, (int)index.z] = null; // unlocate yourself from worldblocks
                m_hide();

                Main mainclass = GameObject.FindObjectOfType <Main>();
                mainclass.wg.Draw(mainclass.transform.position);

                // what can i say exept delete this

                Block instance = new Block_Sand(Vector3.zero);                // get type of child class and make an instance

                InventoryItem_Block item = new InventoryItem_Block(instance); // create a new inventory item of type "block" and set its refference to the type of this class(the derived class type)

                Inventory.AddItem(item);                                      // add dthe inventory item to inventory
            }
        }
    }