public void setConfig(string configStr) { ConfigurationCollector.ServerConfig config = JsonUtility.FromJson <ConfigurationCollector.ServerConfig>(configStr); // Set LowPolyTerrainGenerator - Config LowPolyTerrainGenerator.Config terrainConfig = new LowPolyTerrainGenerator.Config(); // terrain: cell size, noise scale terrainConfig.cellSize = config.cellSize; terrainConfig.noiseScale = config.noiseScale; // terrain, va: height vs. valence arousal, noise vs. valence arousal terrainConfig.heightValenceDirect = config.heightRelations[0]; terrainConfig.heightValenceInverse = config.heightRelations[1]; terrainConfig.heightArousalDirect = config.heightRelations[2]; terrainConfig.heightArousalInverse = config.heightRelations[3]; terrainConfig.noiseValenceDirect = config.noiseRelations[0]; terrainConfig.noiseValenceInverse = config.noiseRelations[1]; terrainConfig.noiseArousalDirect = config.noiseRelations[2]; terrainConfig.noiseArousalInverse = config.noiseRelations[3]; terrain.setConfig(terrainConfig); terrain.Generate(); // Set Light Properties // colors: skybox atmosphere thickness, sea material color, light colors lights.setAtmosphereThickness(config.atmosphereThickness); lights.setSeaColor(config.seaColor); lights.setLightColors(config.lightHSV); // TODO implement path + interpolation stuff // path: object positions (x,y, (z)) coordinates -- z should be fitted somehow }
public void setConfig() { //TODO get config via HTTP request ConfigurationCollector.ServerConfig config = JsonUtility.FromJson <ConfigurationCollector.ServerConfig>(configStr); // Set LowPolyTerrainGenerator - Config LowPolyTerrainGenerator.Config terrainConfig = new LowPolyTerrainGenerator.Config(); // terrain: cell size, noise scale terrainConfig.cellSize = config.cellSize; terrainConfig.noiseScale = config.noiseScale; // terrain, va: height vs. valence arousal, noise vs. valence arousal terrainConfig.heightValenceDirect = config.heightRelations[0]; terrainConfig.heightValenceInverse = config.heightRelations[1]; terrainConfig.heightArousalDirect = config.heightRelations[2]; terrainConfig.heightArousalInverse = config.heightRelations[3]; terrainConfig.noiseValenceDirect = config.noiseRelations[0]; terrainConfig.noiseValenceInverse = config.noiseRelations[1]; terrainConfig.noiseArousalDirect = config.noiseRelations[2]; terrainConfig.noiseArousalInverse = config.noiseRelations[3]; terrain.setConfig(terrainConfig); terrain.Generate(); // Set Light Properties // colors: skybox atmosphere thickness, sea material color skyboxMat.SetFloat("_AtmosphereThickness", config.atmosphereThickness); seaMat.SetColor("_EmissionColor", Color.HSVToRGB(config.seaColor.x, config.seaColor.y, config.seaColor.z)); // colors, va: saturation vs. valence arousal, brightness vs. valence arousal // colors, regions: hue values for 9 lights (or combine with prev step and get hsv or rgb) setLightColors(config.lightHSV); setLightHeights(config.heightRelations); // TODO implement path + interpolation stuff // path: object positions (x,y, (z)) coordinates -- z should be fitted somehow }