void Start() { terrain = GetComponentInParent <TerrainMaster> (); //spawn some prefabs! //this should use height && slope data to position the resources //for various resources: /* * Fabric: flat/hilly * Food: flat/hilly * Luxury: mostly flat * Mineral:mostly steep * */ for (int i = 0; i < 3; i++) { // position is (1,3) to (8,6) Vector3 spawnPt = terrain.getTileOfType(TerrainMaster.TILE_TYPES.GRASSLAND); // spawnPt.y = terrain.Sample (spawnPt.x, spawnPt.z); Instantiate(mineralPrefab, spawnPt, new Quaternion()); spawnPt = terrain.getTileOfType(TerrainMaster.TILE_TYPES.GRASSLAND); // spawnPt.y = terrain.Sample (spawnPt.x, spawnPt.z); Instantiate(fabricPrefab, spawnPt, new Quaternion()); spawnPt = terrain.getTileOfType(TerrainMaster.TILE_TYPES.GRASSLAND); // spawnPt.y = terrain.Sample (spawnPt.x, spawnPt.z); Instantiate(foodPrefab, spawnPt, new Quaternion()); spawnPt = terrain.getTileOfType(TerrainMaster.TILE_TYPES.GRASSLAND); // spawnPt.y = terrain.Sample (spawnPt.x, spawnPt.z); Instantiate(luxuryPrefab, spawnPt, new Quaternion()); } }
public TerrainChunk(Vector3 center, TerrainMaster terrainMaster) { this.center = center; this.terrainMaster = terrainMaster; ThreadWorkManager.RequestWork(Generate); }
// Use this for initialization void Start() { terrain = GetComponent <TerrainMaster> (); extents = terrain.getExtents(); int w = (int)(extents.x / delta + 0.5f); int h = (int)(extents.y / delta + 0.5f); grid = new float[w, h]; }
void Start() { terrainMaster = GetComponent <TerrainMaster>(); maxViewDistance = levelsOfDetail[levelsOfDetail.Length - 1].visibleDistanceThreshold; chunkSize = TerrainMaster.chunkSize - 1; chunksVisibleInViewDistance = Mathf.RoundToInt(maxViewDistance / chunkSize); UpdateVisibleChunks(); }
public override void OnInspectorGUI() { TerrainMaster terrainMaster = (TerrainMaster)target; DrawDefaultInspector(); if (GUILayout.Button("Generate")) { terrainMaster.DrawMapInEditor(); } }
void Start() { // From same GameObject _intAnim = GetComponent <Animator>(); // From other GameObject _terrain = FindObjectOfType <TerrainMaster>(); hipsPIDController = FindObjectOfType <HipsPIDController>(); rbController = FindObjectOfType <RigidBodyControllerSimpleAnimator>(); // Get lists from SetSkeletons RetrieveBones(); }
//float harvest_radius??? //list of child resources??? // Use this for initialization void Start() { terrain = GameObject.FindGameObjectWithTag("Terrain").GetComponent <TerrainMaster>(); Vector3 pos = transform.position; pos.y = terrain.Sample(pos.x, pos.z); transform.position = pos; cityName = "Village"; }
void Start() { // From same GameObject _body = GetComponent <Rigidbody>(); _anim = GetComponent <Animator>(); _terrain = GetComponent <TerrainMaster>(); //_hipsPIDController = GetComponent<HipsPIDController>(); <-- MODIFIED // It takes it from Inspector //_groundChecker = transform.GetChild(0); //_groundChecker = transform.GetChild(transform.childCount - 1); // Since we disable gravity in our RB, we use to check ground // Set CoM for lower-body into the hips _body.centerOfMass = rootKinematicSkeleton.localPosition; }
// Start is called before the first frame update void Start() { // Create instance for the PID (not attached to GameObject) _pidController = new PIDController(); // From same GameObject _anim = GetComponent <Animator>(); _rb = GetComponent <Rigidbody>(); _feetIK = GetComponent <IKFeetPlacement>(); _projectedCOMs = GetComponent <ProjectCOM>(); _terrain = GetComponent <TerrainMaster>(); // Get object to be balance (connected to joint) and change CoM if necessary _rbObjectConnected = hipsConnector.GetComponent <Rigidbody>(); _rbObjectConnected.centerOfMass = _rbObjectConnected.centerOfMass + centerOfMassChangeUp * transform.up; }