Example #1
0
        static void Main(string[] args)
        {
            if (args.Length == 0)
            {
                args = new[] { Console.ReadLine(), Console.ReadLine() };
            }
            else if (args.Length == 1)
            {
                args = new[] { args[0], Console.ReadLine() };
            }

            Console.Clear();
            var player = new CVP(args[0], float.Parse(args[1]));

            player.StartPlay(false);
            player.Dispose();
        }
Example #2
0
        public void Execute(int i)
        {
            float elevation = Elevation[i];

            if (Explored[i] > 0)
            {
                float4 terrainColor = new float4(0.4f, 0.4f, 0.4f, 1);
                TerrainElevation[i] = (elevation * TerrainScale + PlanetRadius) / PlanetRadius;

                terrainColor    = math.lerp(terrainColor, new float4(0.6f, 0.5f, 0.2f, 1.0f), math.saturate(Dirt[i]));
                terrainColor    = math.lerp(terrainColor, new float4(0.6f, 0.6f, 0.4f, 1.0f), math.saturate(Sand[i]));
                terrainColor    = math.lerp(terrainColor, new float4(0.2f, 0.7f, 0.1f, 1.0f), math.saturate(Vegetation[i]));
                terrainColor    = math.lerp(terrainColor, new float4(0.8f, 0.9f, 1.0f, 1.0f), math.saturate(Ice[i]));
                TerrainColor[i] = terrainColor;
            }
            else
            {
                TerrainElevation[i] = 1;
                TerrainColor[i]     = new float4(0, 0, 0, 1);
            }

            float waterDepth = WaterDepth[i];

            WaterColor[i]     = waterDepth > 0 ? new float4(0, 0, 1, math.saturate(waterDepth / 100)) : new float4(0, 0, 0, 0);
            WaterElevation[i] = ((waterDepth == 0) ? 1 : ((elevation + waterDepth) * TerrainScale + PlanetRadius) / PlanetRadius);
            TerrainState[i]   = new float4(0, 0, 0, Explored[i]);

            if (MeshOverlayActive)
            {
                OverlayColor[i] = CVP.Lerp(MeshOverlayColors, (MeshOverlayData[i] - MeshOverlayMin) * MeshOverlayInverseRange);
            }
            else
            {
                OverlayColor[i] = new Color32();
            }
        }