Exemple #1
0
        public GameObject[] PlaceObjectLayer(ObjectLayerData p_layerData)
        {
            List <GameObject> list       = new List <GameObject>();
            List <Vector2>    layerCells = GetLayerCells(p_layerData.SplatLayerID, p_layerData.IntensityThreshold, p_layerData.Distance, p_layerData.DistanceNoise);
            List <Vector2>    list2      = layerCells;

            GameObject[] collection = new GameObject[list2.Count];
            collection = PlaceObjectOnPositions(list2, p_layerData);
            list.AddRange(collection);
            return(list.ToArray());
        }
Exemple #2
0
        private GameObject[] PlaceObjectOnPositions(List <Vector2> p_positions, ObjectLayerData p_objectLayerConfig)
        {
            List <GameObject> list = new List <GameObject>();

            for (Int32 i = 0; i < p_positions.Count; i++)
            {
                Single  num  = p_positions[i].y / GetTerrainData().size.z;
                Single  num2 = p_positions[i].x / GetTerrainData().size.x;
                Single  interpolatedHeight = GetTerrainData().GetInterpolatedHeight(num, num2);
                Vector3 interpolatedNormal = GetTerrainData().GetInterpolatedNormal(num, num2);
                if (interpolatedHeight <= p_objectLayerConfig.MaxHeight && interpolatedHeight >= p_objectLayerConfig.MinHeight)
                {
                    Single time = GetTerrainData().GetAlphamaps(Mathf.RoundToInt(num * GetTerrainData().alphamapWidth), Mathf.RoundToInt(num2 * GetTerrainData().alphamapHeight), 1, 1)[0, 0, p_objectLayerConfig.SplatLayerID];
                    Single num3 = 0f;
                    foreach (ObjectInstanceData objectInstanceData in p_objectLayerConfig.ObjectInstanceArray)
                    {
                        num3 += objectInstanceData.IntensityDistribution.Evaluate(time);
                    }
                    if (num3 < 1.0)
                    {
                        num3 = 1f;
                    }
                    ObjectInstanceData objectInstanceData2 = null;
                    Single             num4 = UnityEngine.Random.Range(0f, num3);
                    foreach (ObjectInstanceData objectInstanceData3 in p_objectLayerConfig.ObjectInstanceArray)
                    {
                        Single num5 = objectInstanceData3.IntensityDistribution.Evaluate(time);
                        if (num4 < num5)
                        {
                            objectInstanceData2 = objectInstanceData3;
                            break;
                        }
                        num4 -= num5;
                    }
                    if (objectInstanceData2 != null)
                    {
                        Single d = objectInstanceData2.IntensityScale.Evaluate(time);
                        if (GetTerrainData().GetSteepness(num, num2) <= p_objectLayerConfig.MaxSteepness)
                        {
                            GameObject gameObject = (GameObject)Instantiate(objectInstanceData2.ObjectReference);
                            gameObject.transform.position   = new Vector3(num * GetTerrainData().size.x, interpolatedHeight, num2 * GetTerrainData().size.z) + GetTerrain().transform.position;
                            gameObject.transform.localScale = Vector3.one * (p_objectLayerConfig.Scale * (1f + UnityEngine.Random.Range(-p_objectLayerConfig.ScaleVariation, p_objectLayerConfig.ScaleVariation))) * d;
                            gameObject.transform.rotation   = gameObject.transform.rotation * Quaternion.Euler(0f, UnityEngine.Random.Range(-objectInstanceData2.RandRotationValue, objectInstanceData2.RandRotationValue), 0f);
                            gameObject.transform.rotation   = Quaternion.Lerp(gameObject.transform.rotation, gameObject.transform.rotation * Quaternion.FromToRotation(gameObject.transform.up, interpolatedNormal), objectInstanceData2.TerrainNormalInfluence);
                            gameObject.transform.parent     = p_objectLayerConfig.Parent;
                            list.Add(gameObject);
                        }
                    }
                }
            }
            return(list.ToArray());
        }