Example #1
0
    public void SpawnBridge(ref uint seed, PathList.BridgeObject obj)
    {
        if (string.IsNullOrEmpty(obj.Folder))
        {
            return;
        }
        Prefab[] prefabArray = Prefab.Load(string.Concat("assets/bundled/prefabs/autospawn/", obj.Folder), null, null, true);
        if (prefabArray == null || prefabArray.Length == 0)
        {
            Debug.LogError(string.Concat("Empty decor folder: ", obj.Folder));
            return;
        }
        Vector3          startPoint = this.Path.GetStartPoint();
        Vector3          endPoint   = this.Path.GetEndPoint() - startPoint;
        float            single     = endPoint.magnitude;
        Vector3          vector3    = endPoint / single;
        float            distance   = single / obj.Distance;
        int              num        = Mathf.RoundToInt(distance);
        float            single1    = 0.5f * (distance - (float)num);
        Vector3          distance1  = obj.Distance * vector3;
        Vector3          vector31   = startPoint + ((0.5f + single1) * distance1);
        Quaternion       quaternion = Quaternion.LookRotation(vector3);
        TerrainHeightMap heightMap  = TerrainMeta.HeightMap;
        TerrainWaterMap  waterMap   = TerrainMeta.WaterMap;

        for (int i = 0; i < num; i++)
        {
            if (vector31.y > Mathf.Max(heightMap.GetHeight(vector31), waterMap.GetHeight(vector31)) - 1f)
            {
                this.SpawnObject(ref seed, prefabArray, vector31, quaternion, null);
            }
            vector31 += distance1;
        }
    }
    public void RefreshTerrainData()
    {
        TerrainData      terrainDatum = Terrain.activeTerrain.terrainData;
        TerrainHeightMap component    = Terrain.activeTerrain.GetComponent <TerrainHeightMap>();

        if (component)
        {
            this.heightmap = component.HeightTexture;
        }
        TerrainSplatMap terrainSplatMap = Terrain.activeTerrain.GetComponent <TerrainSplatMap>();

        if (terrainSplatMap)
        {
            this.splatmap0 = terrainSplatMap.SplatTexture0;
            this.splatmap1 = terrainSplatMap.SplatTexture1;
        }
        TerrainAlphaMap terrainAlphaMap = Terrain.activeTerrain.GetComponent <TerrainAlphaMap>();

        if (terrainAlphaMap)
        {
            this.alphamap = terrainAlphaMap.AlphaTexture;
        }
        TerrainBiomeMap terrainBiomeMap = Terrain.activeTerrain.GetComponent <TerrainBiomeMap>();

        if (terrainBiomeMap)
        {
            this.biomemap = terrainBiomeMap.BiomeTexture;
        }
        TerrainTopologyMap terrainTopologyMap = Terrain.activeTerrain.GetComponent <TerrainTopologyMap>();

        if (terrainTopologyMap)
        {
            this.topologymap = terrainTopologyMap.TopologyTexture;
        }
        TerrainWaterMap terrainWaterMap = Terrain.activeTerrain.GetComponent <TerrainWaterMap>();

        if (terrainWaterMap)
        {
            this.watermap = terrainWaterMap.WaterTexture;
        }
        TerrainBlendMap terrainBlendMap = Terrain.activeTerrain.GetComponent <TerrainBlendMap>();

        if (terrainBlendMap)
        {
            this.blendmap = terrainBlendMap.BlendTexture;
        }
        this.size    = terrainDatum.size;
        this.extents = terrainDatum.size * 0.5f;
        this.offset  = (Terrain.activeTerrain.GetPosition() + (terrainDatum.size.XZ3D() * 0.5f)) - base.transform.position;
    }
    public void RefreshTerrainData()
    {
        TerrainData      terrainData = Terrain.get_activeTerrain().get_terrainData();
        TerrainHeightMap component1  = (TerrainHeightMap)((Component)Terrain.get_activeTerrain()).GetComponent <TerrainHeightMap>();

        if (Object.op_Implicit((Object)component1))
        {
            this.heightmap = component1.HeightTexture;
        }
        TerrainSplatMap component2 = (TerrainSplatMap)((Component)Terrain.get_activeTerrain()).GetComponent <TerrainSplatMap>();

        if (Object.op_Implicit((Object)component2))
        {
            this.splatmap0 = component2.SplatTexture0;
            this.splatmap1 = component2.SplatTexture1;
        }
        TerrainAlphaMap component3 = (TerrainAlphaMap)((Component)Terrain.get_activeTerrain()).GetComponent <TerrainAlphaMap>();

        if (Object.op_Implicit((Object)component3))
        {
            this.alphamap = component3.AlphaTexture;
        }
        TerrainBiomeMap component4 = (TerrainBiomeMap)((Component)Terrain.get_activeTerrain()).GetComponent <TerrainBiomeMap>();

        if (Object.op_Implicit((Object)component4))
        {
            this.biomemap = component4.BiomeTexture;
        }
        TerrainTopologyMap component5 = (TerrainTopologyMap)((Component)Terrain.get_activeTerrain()).GetComponent <TerrainTopologyMap>();

        if (Object.op_Implicit((Object)component5))
        {
            this.topologymap = component5.TopologyTexture;
        }
        TerrainWaterMap component6 = (TerrainWaterMap)((Component)Terrain.get_activeTerrain()).GetComponent <TerrainWaterMap>();

        if (Object.op_Implicit((Object)component6))
        {
            this.watermap = component6.WaterTexture;
        }
        TerrainBlendMap component7 = (TerrainBlendMap)((Component)Terrain.get_activeTerrain()).GetComponent <TerrainBlendMap>();

        if (Object.op_Implicit((Object)component7))
        {
            this.blendmap = component7.BlendTexture;
        }
        this.size    = terrainData.get_size();
        this.extents = Vector3.op_Multiply(terrainData.get_size(), 0.5f);
        this.offset  = Vector3.op_Subtraction(Vector3.op_Addition(Terrain.get_activeTerrain().GetPosition(), Vector3.op_Multiply(Vector3Ex.XZ3D(terrainData.get_size()), 0.5f)), ((Component)this).get_transform().get_position());
    }
    public void Init(UnityEngine.Terrain terrainOverride = null, TerrainConfig configOverride = null)
    {
        if (terrainOverride != null)
        {
            this.terrain = terrainOverride;
        }
        if (configOverride != null)
        {
            this.config = configOverride;
        }
        TerrainMeta.Terrain      = this.terrain;
        TerrainMeta.Config       = this.config;
        TerrainMeta.Transform    = this.terrain.transform;
        TerrainMeta.Data         = this.terrain.terrainData;
        TerrainMeta.Size         = this.terrain.terrainData.size;
        TerrainMeta.OneOverSize  = TerrainMeta.Size.Inverse();
        TerrainMeta.Position     = this.terrain.GetPosition();
        TerrainMeta.Collider     = this.terrain.GetComponent <TerrainCollider>();
        TerrainMeta.Collision    = this.terrain.GetComponent <TerrainCollision>();
        TerrainMeta.Physics      = this.terrain.GetComponent <TerrainPhysics>();
        TerrainMeta.Colors       = this.terrain.GetComponent <TerrainColors>();
        TerrainMeta.Quality      = this.terrain.GetComponent <TerrainQuality>();
        TerrainMeta.Path         = this.terrain.GetComponent <TerrainPath>();
        TerrainMeta.BiomeMap     = this.terrain.GetComponent <TerrainBiomeMap>();
        TerrainMeta.AlphaMap     = this.terrain.GetComponent <TerrainAlphaMap>();
        TerrainMeta.BlendMap     = this.terrain.GetComponent <TerrainBlendMap>();
        TerrainMeta.HeightMap    = this.terrain.GetComponent <TerrainHeightMap>();
        TerrainMeta.SplatMap     = this.terrain.GetComponent <TerrainSplatMap>();
        TerrainMeta.TopologyMap  = this.terrain.GetComponent <TerrainTopologyMap>();
        TerrainMeta.WaterMap     = this.terrain.GetComponent <TerrainWaterMap>();
        TerrainMeta.DistanceMap  = this.terrain.GetComponent <TerrainDistanceMap>();
        TerrainMeta.Texturing    = this.terrain.GetComponent <TerrainTexturing>();
        TerrainMeta.HighestPoint = new Vector3(TerrainMeta.Position.x, TerrainMeta.Position.y + TerrainMeta.Size.y, TerrainMeta.Position.z);
        TerrainMeta.LowestPoint  = new Vector3(TerrainMeta.Position.x, TerrainMeta.Position.y, TerrainMeta.Position.z);
        TerrainExtension[] components = base.GetComponents <TerrainExtension>();
        for (int i = 0; i < (int)components.Length; i++)
        {
            components[i].Init(this.terrain, this.config);
        }
        uint seed = World.Seed;
        int  num  = SeedRandom.Range(ref seed, 0, 4) * 90;
        int  num1 = SeedRandom.Range(ref seed, -45, 46);
        int  num2 = SeedRandom.Sign(ref seed);

        TerrainMeta.LootAxisAngle  = (float)num;
        TerrainMeta.BiomeAxisAngle = (float)(num + num1 + num2 * 90);
    }