Example #1
0
    public void Build()
    {
        _dispersion = CellPrefab.Count - 1;
        var children = _prefabsParent.GetComponentsInChildren <Transform>();

        foreach (var child in children)
        {
            if (child != _prefabsParent)
            {
                DestroyImmediate(child.gameObject);
            }
        }
        var creator = new LandscapeGenerator(_size, _dispersion, _scale, _seed);

        creator.Build();

        for (int x = 0; x < _size.x; x++)
        {
            for (int y = 0; y < _size.y; y++)
            {
                Debug.Log(creator.HeightMap[x, y]);
                var position = new Vector3(x, creator.HeightMap[x, y], y);
                if (CellPrefab[creator.HeightMap[x, y]] != null)
                {
                    var cell = Instantiate(CellPrefab[creator.HeightMap[x, y]], position, Quaternion.identity);
                    cell.transform.parent = _prefabsParent;
                }
            }
        }
    }
        private void Generate()
        {
            var luxor = _entityResolver.EntityBySymbol <ICharacter>("CH_LUXOR");

            if (luxor == null)
            {
                return;
            }

            var currentLoc = luxor.Location + Direction.South;
            var looking    = Direction.North; // luxor.Looking;

            var lookAmount = (float)(looking - 1) * Landscaping.DirAmount;

            if (lookAmount > Landscaping.FullWidth)
            {
                lookAmount -= Landscaping.FullWidth;
            }

            var options = new LandscapeOptions
            {
                Here                 = currentLoc,
                TimeOfDay            = luxor.Time,
                LookAmount           = lookAmount,
                CurrentDirection     = looking,
                CurrentLocation      = luxor.Location,
                AheadLocation        = luxor.Location + looking,
                IsLooking            = false,
                IsMoving             = false,
                IsInTunnel           = false,
                IsLookingDownTunnel  = false,
                IsLookingOutTunnel   = false,
                LookOffsetAdjustment = -512 // centre view in the middle
            };

            _landscapeGenerator.HorizontalOffset = 0;
            _landscapeGenerator.ViewportWidth    = 2048;
            _landscapeGenerator.Build(options);
        }