void AddLowerGrowth(Node node, Node[,] grid, int growthHeight, Texture2D tex) { ColorGradient gradient = TerrainType.GetBottomGradient(); if (growthHeight > 5) { growthHeight = 5; } for (int y = 0; y < growthHeight + 1; y++) { int curY = node.Position.y - y; if (curY < 0) { return; } grid[node.Position.x, curY].Solid = true; grid[node.Position.y, curY].Type = NodeType.Land; //Overrides floating, etc Color col = gradient.Colors[y]; col.a = 1.0f; tex.SetPixel(node.Position.x, curY, col); } }
void AddUpperGrowth(Node node, Node[,] grid, int growthHeight, Texture2D tex) { ColorGradient gradient = TerrainType.GetTopGradient(); if (growthHeight > 6) { growthHeight = 6; } for (int y = 1; y < growthHeight + 1; y++) { int curY = node.Position.y + y; if (curY >= height) { return; } grid[node.Position.x, curY].Solid = true; grid[node.Position.x, curY].Type = NodeType.Land; //Overrides floating, etc Color col = gradient.Colors[growthHeight - y]; col.a = 1.0f; tex.SetPixel(node.Position.x, curY, col); } }