Esempio n. 1
0
    public void ArrayGen()
    {
        List <Vector3> mapBlocks = new List <Vector3>();

        mapBlocks = NoiseMap.Create(width, length, height, scale, xPos, zPos, seed);

        /*  Geneartion de la map
         *  Incrémentation de 1 a chaque fois que ca monte
         *  Si le pixel est moins haut que la hauteur alors ajouter un block
         */
        int h = 0;

        while (h < height)
        {
            foreach (Vector3 tile in mapBlocks)
            {
                if (tile.y >= h)
                {
                    blocksString[(int)tile.x, (int)h, (int)tile.z] = "block";
                }
                else
                {
                    blocksString[(int)tile.x, (int)h, (int)tile.z] = "air";
                }
            }
            h++;
        }

        MapGen();
    }
Esempio n. 2
0
    public void SpeedMapGen()
    {
        //StartCoroutine("IE_SpeedMapGen");


        List <BlocToGen> mapBlocks = new List <BlocToGen>();

        mapBlocks = NoiseMap.Create(width, length, scale, xPos, zPos, seed, levels);

        foreach (BlocToGen tile in mapBlocks)
        {
            GameObject cube = Instantiate(Tools.GetMapGenLev(levels, tile.id).model, this.transform);
            cube.transform.position = this.transform.position + new Vector3(tile.x, 0, tile.z);
            cube.GetComponent <Block>().Set(tile.x, tile.z, tile.id, this);
            groundBlocks[(int)tile.x, (int)tile.z] = cube;
        }
    }