IEnumerator Start () { _world = new World(); ChunkRenderer.SmoothLight = _smoothLight; World.LightAttenuation = _lightAttenuation; ChunkRenderer.WorldHeight = new float[_world.WorldVisibleSizeX, _world.WorldVisibleSizeZ]; _simplexNoise3D = new SimplexNoise3D(WorldConfig.WorldSeed); if (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer) { _characterMobile.Init(_world); } else { _character.Init(_world); } // The following code avoid the player fall before the world creation finish // Note: Yeah, I know... I'm a lazy bastard. // Since this project is not focused on the character control I don't mind to do some ugly stuff like this StartCoroutine( "FreezePlayer" ); yield return StartCoroutine( CreateWorld() ); StopCoroutine( "FreezePlayer" ); }
IEnumerator Start() { _world = new World(); ChunkRenderer.SmoothLight = _smoothLight; World.LightAttenuation = _lightAttenuation; ChunkRenderer.WorldHeight = new float[_world.WorldVisibleSizeX, _world.WorldVisibleSizeZ]; _simplexNoise3D = new SimplexNoise3D(WorldConfig.WorldSeed); if (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer) { _characterMobile.Init(_world); } else { _character.Init(_world); } // The following code avoid the player fall before the world creation finish // Note: Yeah, I know... I'm a lazy bastard. // Since this project is not focused on the character control I don't mind to do some ugly stuff like this StartCoroutine("FreezePlayer"); yield return(StartCoroutine(CreateWorld())); StopCoroutine("FreezePlayer"); }