Exemple #1
0
        private void GenerateRoads(HeightMap <ushort> heightMap)
        {
            //var generator = new RoadGenerator(2, heightMap);
            var generator = new RoadGenerator <double>(2, () => new RoadCellMapDouble(heightMap, 8));

            generator.Generate();
            generator.Save(BaseDirectory);
        }
    // Update is called once per frame
    RoadGenerator nextRoad(bool newLevel = false, bool endPath = false)
    {
        if (firstRoad)
        {
            nextDirection = Direction.Straight;
            firstRoad     = false;
        }
        int space = 2 + Hardness();

        hasSpace   = Random.Range(0, space) < 2 ? false : true;                                                                                //random hasSpace
        nextLength = Random.Range((newLevel || endPath) ? (CurrentLevel < 5 ? 8 : 5) : (CurrentLevel < 5 ? 4 : 3), CurrentLevel < 5 ? 10 : 5); // random length

        GameObject    obj       = (GameObject)Instantiate(roadPrefap, nextPostiton, Quaternion.identity);                                      //get the road
        RoadGenerator road      = obj.GetComponent <RoadGenerator>();
        bool          longSpace = hasSpace ? Random.Range(0, 2) == 0 : false;

        road.Map       = this;
        road.direction = nextDirection;
        road.length    = nextLength;
        calculateNextPosition(longSpace);
        road.Generate(hasSpace, longSpace, endPath, newLevel);

        //next spawm position
        int changeDirectionRate = 2 + Hardness();

        if (Random.Range(0, changeDirectionRate) == 0)
        {
            nextDirection = convertIntToDirection(Random.Range(0, 3)); // random direction
        }
        else
        {
            int next = (Random.Range(0, 3));
            while (next == (int)nextDirection)
            {
                next = (Random.Range(0, 3));
            }
            nextDirection = convertIntToDirection(next);
        }

        //nextDirection = convertIntToDirection(Random.Range(0, 3)); // random direction
        obj.tag = nextDirection.ToString();

        return(road);
    }
Exemple #3
0
    public void BuildRoads(int gridPosX, int gridPosY)
    {
        if (Input.GetMouseButtonDown(0))
        {
            //Start generation
            _roadGenerator.Start();
            _mouseDownPosX = gridPosX;
            _mouseDownPosY = gridPosY;
        }

        if (Input.GetMouseButton(0))
        {
            //Generating
            _roadGenerator.ClearSavedRoads();
            if (_roadGenerator.CanCreateRoad(gridPosX, gridPosY))
            {
                Vector2Int startPos = new Vector2Int(_mouseDownPosX, _mouseDownPosY);
                Vector2Int endPos   = new Vector2Int(gridPosX, gridPosY);

                List <Vector2Int> path = Map.GetShortestPath(startPos, endPos);
                foreach (Vector2Int road in path)
                {
                    _roadGenerator.Generate(road.x, road.y);
                }
            }
        }

        if (Input.GetMouseButtonUp(0))
        {
            //End generation
            _roadGenerator.End();
        }

        if (Input.GetMouseButtonDown(1))
        {
            //Cancel generation
            _roadGenerator.Cancel();
        }
    }
Exemple #4
0
 public void ReGenerate()
 {
     Generator.Generate();
     Layout(Generator.CurrentBlock);
 }
Exemple #5
0
 private void Start()
 {
     roadGenerator.Generate();
 }
Exemple #6
0
    IEnumerator Coroutine()
    {
        Utils.ClearMemory();
        if (terrainData == null || terrain == null)
        {
            CreateTerrain();
            yield return(null);
        }

        heights = terrainData.GetHeights(0, 0, terrainData.heightmapWidth, terrainData.heightmapHeight);
        alphas  = terrainData.GetAlphamaps(0, 0, terrainData.alphamapWidth, terrainData.alphamapHeight);
        Vector3 position            = terrain.transform.position;
        float   waterRelativeHeight = water.position.y / size.y;

        //Generate heights
        terrainGenerator.SetupConfig();
        bool terrainHeights1 = true;

        ThreadPool.QueueUserWorkItem((o) => {
            terrainGenerator.GenerateHeights(heights, 0, 4);
            terrainHeights1 = false;
        });
        bool terrainHeights2 = true;

        ThreadPool.QueueUserWorkItem((o) => {
            terrainGenerator.GenerateHeights(heights, 1, 4);
            terrainHeights2 = false;
        });
        bool terrainHeights3 = true;

        ThreadPool.QueueUserWorkItem((o) => {
            terrainGenerator.GenerateHeights(heights, 2, 4);
            terrainHeights3 = false;
        });
        bool terrainHeights4 = true;

        ThreadPool.QueueUserWorkItem((o) => {
            terrainGenerator.GenerateHeights(heights, 3, 4);
            terrainHeights4 = false;
        });

        while (terrainHeights1 || terrainHeights2 || terrainHeights3 || terrainHeights4)
        {
            yield return(null);
        }
        //create roads
        bool road = true;

        ThreadPool.QueueUserWorkItem((o) => {
            roadGenerator.Generate(heights, size, position, waterRelativeHeight);
            road = false;
        });

        //paint textures
        bool terrainTextures = true;

        ThreadPool.QueueUserWorkItem((o) => {
            terrainGenerator.PrepareTextures(heights, waterRelativeHeight);
            terrainTextures = false;
        });
        while (terrainTextures)
        {
            yield return(null);
        }
        bool terrainTextures1 = true;

        ThreadPool.QueueUserWorkItem((o) => {
            terrainGenerator.GenerateTextures(heights, alphas, 0, 4);
            terrainTextures1 = false;
        });
        bool terrainTextures2 = true;

        ThreadPool.QueueUserWorkItem((o) => {
            terrainGenerator.GenerateTextures(heights, alphas, 1, 4);
            terrainTextures2 = false;
        });
        bool terrainTextures3 = true;

        ThreadPool.QueueUserWorkItem((o) => {
            terrainGenerator.GenerateTextures(heights, alphas, 2, 4);
            terrainTextures3 = false;
        });
        bool terrainTextures4 = true;

        ThreadPool.QueueUserWorkItem((o) => {
            terrainGenerator.GenerateTextures(heights, alphas, 3, 4);
            terrainTextures4 = false;
        });

        //level roads
        while (road)
        {
            yield return(null);
        }
        bool roadHeights = true;

        ThreadPool.QueueUserWorkItem((o) => {
            roadGenerator.DrawRoadHeights(heights, size, position, alphas.GetLength(0));
            roadHeights = false;
        });

        //paint roads
        while (road || terrainTextures1 || terrainTextures2 || terrainTextures3 || terrainTextures4)
        {
            yield return(null);
        }
        bool roadTextures = true;

        ThreadPool.QueueUserWorkItem((o) => {
            roadGenerator.DrawRoadTextures(alphas, size, position);
            roadTextures = false;
        });

        while (roadTextures || roadHeights)
        {
            yield return(null);
        }
        terrainData.SetHeights(0, 0, heights);
        terrainData.SetAlphamaps(0, 0, alphas);
        terrain.Flush();

        yield return(null);

        reflection.RenderProbe();
        Utils.ClearMemory();
        if (onGenerated != null)
        {
            onGenerated();
        }
    }
 public void FoliageGenerationCallback(Voronoi sourceVoronoi, Generation world)
 {
     roadGenerator.Generate(sourceVoronoi, world, zone);
 }