// Update is called once per frame void Update() { //get all of the world elements close to the player ////world chunks are 10x10 units ////divide player location by 10 and floor to get chunk id of player /// foreach (GroundCreator piece in Pieces) { piece.gameObject.SetActive(false); } PlayerChunkLocation = new Vector2(Mathf.Floor(PlayerObject.transform.position.x / 10f), Mathf.Floor(PlayerObject.transform.position.z / 10f)); for (int x = (int)(PlayerChunkLocation.x - ChunkRenderDistance / 2); x < PlayerChunkLocation.x + ChunkRenderDistance / 2; x++) { for (int y = (int)(PlayerChunkLocation.y - ChunkRenderDistance / 2); y < PlayerChunkLocation.y + ChunkRenderDistance / 2; y++) { List <GroundCreator> matches = Pieces.Where(p => p.ChunkX == x && p.ChunkY == y).ToList(); if (matches.Count > 0) {//The piece has already been generated, just show it matches[0].gameObject.SetActive(true); } else { GroundCreator Piece = Instantiate(WorldPiece.gameObject, new Vector3(x * 10, 0, y * 10), Quaternion.identity).GetComponent <GroundCreator>(); Piece.ChunkX = x; Piece.ChunkY = y; Pieces.Add(Piece); } } } }
// Start is called before the first frame update void Awake() { if (grCreator == null) { grCreator = this; meshCreator = this.gameObject.GetComponent <MeshCreator>(); Vector3 swCorner = new Vector3(groundPlane.planeSpecs.minX, 0.0f, groundPlane.planeSpecs.minY); meshCreator.CreateGroundMesh(swCorner, resolution, groundPlane.planeSpecs.width * 10.0f, groundPlane.planeSpecs.height * 10.0f); //creates a flat plane but with required resolution resoSlider.value = (int)resolution; //UpdateTopography(); } else { Destroy(this.gameObject); } }
void Awake() { ground = GameObject.FindGameObjectWithTag("GameController"); groundControll = ground.GetComponent <GroundCreator>(); }
public void InitGame() { m_GroundCreator = gameObject.transform.Find("GroundCreator").GetComponent <GroundCreator>(); }
// Use this for initialization void Start() { winWidth = Camera.main.aspect * Camera.main.orthographicSize; creator = GetComponent <GroundCreator> (); lvManager = GetComponent <Level> (); }