Example #1
0
    // Update is called once per frame
    void CreatePlanet(int _seed)
    {
        // Create planet system
        GameObject      planet_system = (GameObject)Instantiate(Resources.Load("PlanetSystem"));
        PlanetarySystem psc           = planet_system.GetComponent(typeof(PlanetarySystem)) as PlanetarySystem;

        // Planet
        PlanetConfig p_config = new PlanetConfig();

        // Name
        p_config.name = "p" + seed.ToString();

        // Size
        p_config.diameter = Random.Range(p_limits.diameter_min_size, p_limits.diameter_max_size);
        p_config.size     = ClassifySize(p_config.diameter);

        // Atmosphere
        p_config.temperature = Random.Range(p_limits.temperature_min, p_limits.temperature_max);
        p_config.humidity    = Random.Range(p_limits.humidity_min, p_limits.humidity_max);

        // Classification (type)
        if (p_config.size >= PlanetConfig.SizeClassification.Large)
        {
            p_config.type = PlanetConfig.PlanetType.Gas;
        }
        else
        {
            p_config.type = PlanetConfig.PlanetType.Solid;
        }

        // Population (if planet solid)
        if (p_config.type == PlanetConfig.PlanetType.Solid)
        {
            p_config.has_civ = true;

            if (p_config.has_civ == true)
            {
                p_config.density = Random.Range(0.01f, p_limits.max_density);

                int max_pop = (int)((p_config.density * 1000) * 1.0 + (float)p_config.size) * 10000;
                int min_pop = (int)((p_config.density * 100) * 1.0 + (float)p_config.size) * 1000;

                p_config.population = Random.Range(min_pop, max_pop);
            }
            else
            {
                p_config.density    = 0.0f;
                p_config.population = 0;
            }
        }
        else
        {
            p_config.has_civ    = false;
            p_config.density    = 0.0f;
            p_config.population = 0;
        }

        if (p_config.type == PlanetConfig.PlanetType.Solid)
        {
            // Clouds
            p_config.has_clouds      = true;
            p_config.cloud_elevation = (4 - (float)p_config.size) / 5;
            p_config.cloud_coverage  = Random.Range(0, 1.0f);
        }
        else
        {
            p_config.has_clouds = false;
        }

        // Set Meteorites
        SetResources(ref p_config);

        // Set Meteorites
        SetMeteorites(ref p_config);

        // Set nightlights color
        p_config.nightlights_col = new Color(0.8f, 0.6f, 0.1f);

        // Initiate planet
        psc.Initiate(_seed, p_config);

        // Update stats in GUI
        StatManager s_manager = GameObject.Find("UiUpdater").GetComponent(typeof(StatManager)) as StatManager;

        s_manager.SetStats(p_config);
    }