Exemple #1
0
 // Start is called before the first frame update
 void Start()
 {
     Generator        = GetComponent <TerrainGenerator>();
     waterPlacer      = GetComponent <WaterPlacer>();
     originShift      = GameObject.FindGameObjectWithTag("World").GetComponent <OriginShift>();
     renderDistance   = Generator.renderDistance;
     maxDifference    = renderDistance * 2 + 1;
     previousPosition = Generator.relativePlayerPosition;
     Debug.Log(previousPosition.x + ", " + Generator.relativePlayerPosition.x);
     Debug.Log(previousPosition.y + ", " + Generator.relativePlayerPosition.y);
 }
 void Start()
 {
     terrainGenerator          = GetComponent <TerrainGenerator>();
     water                     = GameObject.CreatePrimitive(PrimitiveType.Plane);
     water.name                = "Water";
     water.layer               = 4;
     waterTransform            = water.transform;
     waterTransform.localScale = new Vector3(terrainGenerator.chunkDimensions * (terrainGenerator.renderDistance * 2f + 1f) / 10f, 1, terrainGenerator.chunkDimensions * (terrainGenerator.renderDistance * 2f + 1f) / 10f);
     waterTransform.parent     = gameObject.transform.parent;
     water.GetComponent <MeshRenderer>().sharedMaterial = waterMaterial;
     originShift = gameObject.GetComponentInParent <OriginShift>();
 }
 void Start()
 {
     originShift = GameObject.FindGameObjectWithTag("World").GetComponent <OriginShift>();
     strongDisplacementCurveLUT = new SampledAnimationCurve(strongDisplacementCurve, 256);
     worldTransform             = GetComponent <Transform>();
     jobHandles             = new List <JobHandle>();
     jobs                   = new List <TerrainGenerationJob>();
     playerTransform        = GameObject.FindGameObjectWithTag("MainCamera").transform;
     xseed                  = (int)(seed / 46340.95000105199);
     yseed                  = (int)(seed % 46340.95000105199);
     relativePlayerPosition = new Vector2((int)(playerTransform.position.x / chunkDimensions + 2344), (int)(playerTransform.position.z / chunkDimensions + 2344));
     precaculatedTris       = PrecaculateTris();
     sceneryPlacer          = GetComponent <SceneryPlacer>();
     vertexIndexToPosition  = 1f / (verticesPerEdge - 1) * chunkDimensions;
 }