Esempio n. 1
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 public TerrainChunk(TERRAIN.ETerrain _terrain, Vector3 _center, Vector2 _size, HexTileMapGenerator_V2 _mapGenerator)
 {
     terrain      = _terrain;
     terrainData  = TerrainData.GetTerrainData(_terrain);
     center       = _center;
     size         = _size;
     mapGenerator = _mapGenerator;
 }
Esempio n. 2
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 public void InitMap(int _tileCountX, int _tileCountY, int _tileCountZ, HexTileMapGenerator_V2 _mapGenerator)
 {
     chunkTileCountX = _tileCountX;
     chunkTileCountY = _tileCountY;
     chunkTileCountZ = _tileCountZ;
     mapGenerator    = _mapGenerator;
     planetData      = _mapGenerator.GetPlanetData();
     InitChunks();
 }
Esempio n. 3
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    public MapChunk(Map _map, Vector3 _center, int _tileCountX, int _tileCountY, int _tileCountZ)
    {
        map        = _map;
        center     = _center;
        tileCountX = _tileCountX;
        tileCountY = _tileCountY;
        tileCountZ = _tileCountZ;

        planetData   = _map.GetPlanetData();
        mapGenerator = _map.GetMapGenerator();
        seedOffset   = mapGenerator.GetSeed().GetWorldOffset();

        cs_CalculateTileHeights      = Resources.Load <ComputeShader>("Shaders/cs_CalculateTileHeights");
        cs_CalculateTileSmoothnesses = Resources.Load <ComputeShader>("Shaders/cs_CalculateTileSmoothnesses");
    }