private void LoadTestScene(BasicCamera c) { camera = c; GameEngine.Instance.CurrentScene.Add(camera); GameEngine.Instance.CurrentScene.SetCamera(camera); DebugConsoleComponent dbg = DebugConsoleComponent.CreateConsole().GetComponent <DebugConsoleComponent>(); dbg.AddCommand("reload", cmd_ReLoadScene); dbg.AddCommand("mov", cmd_Move); dbg.AddCommand("rot", cmd_Rotate); GameEngine.Instance.CurrentScene.Add(dbg.Owner); WFCMapGenerator preview = WFCMapGenerator .CreateWFCPreview(Vector3.Zero, "assets/WFCTiles", false, (input) => CreateMap(input, DefaultFilepaths.DefaultLitShader)) .GetComponent <WFCMapGenerator>(); preview.Height = 256; preview.Width = 32; int tries = 1; Add(preview.Owner); preview.Generate(1); while (!preview.Success) { Logger.Log(DebugChannel.Log | DebugChannel.Game, "Generating map Try " + tries, 8); preview.Generate(1); tries++; } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); WFCMapGenerator generator = (WFCMapGenerator)target; if (GUILayout.Button("Setup")) { generator.Init(); } if (GUILayout.Button("Run")) { //generator.StartCoroutine(generator.Execute()); } if (GUILayout.Button("Step")) { generator.Wave(); } }
// Start is called before the first frame update void Start() { mapGenerator = FindObjectOfType <WFCMapGenerator>(); }