// Start is called before the first frame update void Start() { layers = new List <Tuple <int, List <GameObject> > >(); layerGenerator = GetComponent <LayerGenerator>(); runningSimulation = false; layerGenerator.FetchLayer(0, LayerGenerated); LayerInfoText.text = "Analyzing layer " + 1; }
public void SquaredArrayTest() { LayerGenerator layerGenerator = new LayerGenerator(60, 50, 2); double[,] squaredArray = layerGenerator.GenerateWorldLayer(40, 80, 3.0, 45, true); printArray(squaredArray); // Console.WriteLine("Squared 60 x 50 layer generation took: " + stopwatch.Elapsed + "secs."); Assert.AreEqual(45.0, squaredArray[0, 0]); verifyAllValuesInRange(40.0, 80.0, squaredArray); }
public void IntArrayTest() { LayerGenerator layerGenerator = new LayerGenerator(60, 50, 0); double[,] array = layerGenerator.GenerateWorldLayer(40, 80, 3.0, 45, false); int[,] intArray = layerGenerator.convertDoubleArrayToInt(array); printArray(intArray); // Console.WriteLine("Normal 60 x 50 layer generation took: " + stopwatch.Elapsed + "secs."); Assert.AreEqual(45, intArray[0, 0]); verifyAllValuesInRange(40, 80, intArray); }
public void generateWorld() { while (!isAcceptableWorld(resourceTotals)) { layerGenerator = new LayerGenerator(worldX, worldZ, ROUND_TO); hexagonalNumbers = generateHexNumbers(); triangularGrid = generateWorldGrid(); Debug.Log(calculateWorldStats()); Debug.Log(isAcceptableWorld(resourceTotals)); } }
// This constructor is intended only for loading extant worlds from File private World(WorldFile worldFile, Tile[,] tileArray, List <Herd> herds, List <Tribe> tribes) { this.x = worldFile.dimensions[0]; this.z = worldFile.dimensions[1]; Coordinates.setWorldSize(x, z); currentDate = new WorldDate(1, 1); this.herds = herds; this.tribes = tribes; doubleLayerGenerator = new LayerGenerator(x, z, ROUND_TO); intLayerGenerator = new LayerGenerator(x, z, 0); randy = new Random(); this.tileArray = tileArray; }
private void buildWorld(int x, int z) { this.x = x; this.z = z; Coordinates.setWorldSize(x, z); currentDate = new WorldDate(1, 1); herds = new List <Herd>(); tribes = new List <Tribe>(); doubleLayerGenerator = new LayerGenerator(x, z, ROUND_TO); intLayerGenerator = new LayerGenerator(x, z, 0); randy = new Random(); maxDiff = 0.0; tileArray = generateTileArray(); // Once the basic stats are generated - generate 20 years of weather // This finishes the rivers, and gives the data to generate the habitats. for (int year = 0; year < YEARS_TO_FULL_HABITAT_REGROWTH; year++) { generateYearOfWeather(year + 1); } }
public LayerClass(List <AbstractVisualClass> LayerGenerators) { this.LayerGenerators = LayerGenerators; visualObject = new LayerGenerator(LayerGenerators); }