Example #1
0
        /// <summary>
        /// Delete the current level from the scene
        /// </summary>
        public override void DeleteLevel()
        {
            // Check if there is something to delete first or else there will be an error
            GeneratedTerrain outputtedTerrain = GameObject.FindObjectOfType <GeneratedTerrain>();

            if (outputtedTerrain != null)
            {
                MonoBehaviour.DestroyImmediate(outputtedTerrain.gameObject);
            }
        }
    private void RenderMapWithMesh()
    {
        foreach (Transform tr in meshTr)
        {
            Destroy(tr.gameObject);
        }
        GeneratedTerrain generatedTerrain = new GeneratedTerrain();

        for (int x = 0; x < square; x++)
        {
            for (int y = 0; y < square; y++)
            {
                int        perlinCount = (int)(maps[x, y] * 10);
                GameObject gb          = Instantiate(meshCube, new Vector3(x - (square / 2), perlinCount, y - (square / 2)), Quaternion.identity);
                gb.transform.parent = meshTr;
                generatedTerrain.meshes.Add(gb);
            }
        }

        terrainDic.Add(new Vector2(Camera.main.transform.position.x, Camera.main.transform.position.z), generatedTerrain);
    }