public void Init(OceanManager manager, Vector2Int WorldGridPosition, IslandGenerator Generator)
    {
        this.Ocean             = manager;
        this.WorldGridPosition = WorldGridPosition;
        this.Generator         = Generator;

        this.Chunks            = new List <GameObject>();
        this.CollidersToUpdate = new List <GameObject>();

        transform.position = new Vector3(WorldGridPosition.x * manager.OneGridPointToWorld, 0, WorldGridPosition.y * manager.OneGridPointToWorld);

        Generator.SetupIslandForGeneration(this);
        Generate(Generator.GetSeed());
    }
	public bool IsIsland(int GridX, int GridY, OceanManager manager) {
		float noiseFactor = noise.GetSimplex((GridX + 50) * OceanScale, (GridY + 13) * OceanScale) + 0.5f;
		
		if(noiseFactor > OceanThreshold) {
			//check if it is not going to collide with other islands
			foreach(Island island in manager.Islands) {
				float dst = Vector2.Distance(new Vector2(GridX, GridY), island.WorldGridPosition);

				if(dst * manager.OneGridPointToWorld < island.Size * 2) {
					return false;
				}
			}

			return true;
		}

		return false;
	}
Exemple #3
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 void OnDestroy()
 {
     OceanManager.RemoveFishHome(this.gameObject);
 }
Exemple #4
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 // Start is called before the first frame update
 void Start()
 {
     oceanManager = GetComponentInParent <OceanManager>();
     width        = oceanManager.width;
     ChangeFloorWidth();
 }
Exemple #5
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 void Awake()
 {
     instance     = this;
     allFishHomes = new List <GameObject>();
 }