public Chunk(World.ChunkPoint position, float[] points, int chunkSize, int chunkHeight) { Position = position; Points = points; ChunkSize = chunkSize; ChunkHeight = chunkHeight; this.Entity = new List <GameObject>(); }
public void Generate(Vector2 min, Vector2 max) { for (int x = (int)min.x; x < max.x; x++) { for (int z = (int)min.y; z < max.y; z++) { var point = new World.ChunkPoint(x, z); Chunk c = world.LoadChunkAt(point); if (c == null) { continue; } world.SpawnChunk(c); } } }
public BiomeType PickCommonBiome(World.ChunkPoint point) { //Get all neighboring chunks Chunk[] chunks = { world.ChunkAt(point.Move(Neighbor.LEFT), false), world.ChunkAt(point.Move(Neighbor.RIGHT), false), world.ChunkAt(point.Move(Neighbor.TOP), false), world.ChunkAt(point.Move(Neighbor.BOTTOM), false), world.ChunkAt(point.Move(Neighbor.TOP_LEFT), false), world.ChunkAt(point.Move(Neighbor.TOP_RIGHT), false), world.ChunkAt(point.Move(Neighbor.BOTTOM_LEFT), false), world.ChunkAt(point.Move(Neighbor.BOTTOM_RIGHT), false) }; List <BiomeData> dataPool = (from c in chunks where c != null where c.BiomeData.type != BiomeType.Unknown select c.BiomeData).ToList(); return(dataPool.Count == 0 ? BiomeType.Unknown : dataPool[Random.Range(0, dataPool.Count)].type); }
public BiomeType PickCommonBiome(Vector3 position) { World.ChunkPoint p = world.VectorToPoint(position); return(PickCommonBiome(p)); }