// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.L) && islocked == false) { islocked = true; Cursor.lockState = CursorLockMode.Locked; } else if (Input.GetKey(KeyCode.L) && islocked) { islocked = false; Cursor.lockState = CursorLockMode.None; } RaycastHit hit; ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0)); if (VoxelTerrainEngine.RaycastVoxels(ray, out hit, 100, mask)) { block.transform.position = hit.point; if (Input.GetButton("Fire1")) { } if (Input.GetButton("Fire2")) { } } }
// Use this for initialization void Start() { cam = Camera.main; player = Camera.main.transform; if (m_Terrain == null) { m_Terrain = GameObject.FindObjectOfType <VoxelTerrainEngine>(); } thispos = new Vector3(transform.position.x + (m_Terrain.m_voxelWidth / 2) , transform.position.y + (m_Terrain.m_voxelHeight / 2), transform.position.z + (m_Terrain.m_voxelWidth / 2)); UnityEngine.Random.seed = m_Terrain.m_surfaceSeed; //Fill arrays with grass and trees from terrain engine if (maxTrees == 0) { maxTrees = m_Terrain.MaxTrees; maxGrass = m_Terrain.MaxGrass; Grass = m_Terrain.Grass; Trees = m_Terrain.Trees; GrassWeights = m_Terrain.GrassWeights; TreesWeights = m_Terrain.TreesWeights; } int g = Grass.Length; for (int t = 0; t < GrassWeights.Length; t++) { totalweights += GrassWeights[t]; } if (mesh == null) { mesh = new Mesh[g]; material = new Material[g]; for (int i = 0; i < g; i++) { mesh[i] = Grass[i].GetComponent <MeshFilter>().mesh; material[i] = Grass[i].GetComponent <MeshRenderer>().material; } } StartCoroutine(spawnstuff()); }
public void OnDrawGizmos() { if (UnityEditor.EditorApplication.isPlaying == false) { Engine.playMode = EditorPlay.isEditor; } if (Engine != null && Engine.playMode == EditorPlay.isEditor) { Engine.UpdateTerrain(); } if (Engine == null) { Engine = GetComponent <VoxelTerrainEngine>(); } }
// Use this for initialization void Start() { cam = Camera.main; if (m_Terrain == null) { m_Terrain = GameObject.FindObjectOfType <VoxelTerrainEngine>(); } //Fill arrays with grass and trees from terrain engine if (maxTrees == 0) { maxTrees = m_Terrain.MaxTrees; maxGrass = m_Terrain.MaxGrass; Grass = m_Terrain.Grass; Trees = m_Terrain.Trees; GrassWeights = m_Terrain.GrassWeights; //TreesWeights= m_Terrain.TreesWeights; } int g = Grass.Length; for (int t = 0; t < GrassWeights.Length; t++) { totalweights += GrassWeights[t]; } if (mesh == null) { mesh = new Mesh[g]; material = new Material[g]; for (int i = 0; i < g; i++) { mesh[i] = Grass[i].GetComponent <MeshFilter>().mesh; material[i] = Grass[i].GetComponent <MeshRenderer>().material; } } StartCoroutine(spawnstuff()); }
// Update is called once per frame void Start() { if (engine == null) { engine = GetComponent <VoxelTerrainEngine>(); } Transform[] gamos = GetComponentsInChildren <Transform>(); for (int i = 0; i < gamos.Length; i++) { if (gamos[i] != transform) { DestroyImmediate(gamos[i].gameObject); } } engine.Initialize(); Debug.Log("Entered Playmode"); }