Esempio n. 1
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    /// <summary>
    /// 增加水池
    /// </summary>
    /// <param name="randomData"></param>
    /// <param name="startPosition"></param>
    /// <param name="riverData"></param>
    public static void AddWaterPool(uint randomData, Vector3Int startPosition, BiomeForWaterPoolData riverData)
    {
        //生成概率
        float addRate = WorldRandTools.GetValue(startPosition, randomData);

        if (addRate < riverData.addRate)
        {
            //高度
            int depth = WorldRandTools.Range(riverData.minDepth, riverData.maxDepth, startPosition, 1);
            int size  = WorldRandTools.Range(riverData.minSize, riverData.maxSize, startPosition, 101);

            Vector3Int tempPosition = startPosition;
            for (int z = -size; z <= size; z++)
            {
                for (int y = -depth; y <= 0; y++)
                {
                    for (int x = -size; x <= size; x++)
                    {
                        Vector3Int currentPosition = tempPosition + new Vector3Int(x, y, z);
                        float      dis             = Vector3.Distance(currentPosition, startPosition);
                        if (tempPosition.y <= 0 || dis >= size)
                        {
                            continue;
                        }
                        WorldCreateHandler.Instance.manager.AddUpdateBlock(currentPosition.x, currentPosition.y, currentPosition.z, BlockTypeEnum.None);
                    }
                }
            }
        }
    }
Esempio n. 2
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    /// <summary>
    /// 增加矿石
    /// </summary>
    /// <param name="randomData"></param>
    /// <param name="addRate"></param>
    /// <param name="blockType"></param>
    /// <param name="startPosition"></param>
    public static void AddOre(uint randomData, float addRate, Vector3Int startPosition)
    {
        //生成概率
        float addRateRandom = WorldRandTools.GetValue(startPosition, randomData);

        if (addRateRandom < addRate)
        {
            //高度
            int range = 2;
            //不能直接用 startPosition 因为addRateRandom 的概率已经决定了他的值
            int randomOre = WorldRandTools.Range(0, arrayBlockOre.Length, new Vector3(startPosition.x, 0, 0));
            for (int x = -range; x < range; x++)
            {
                for (int y = -range; y < range; y++)
                {
                    for (int z = -range; z < range; z++)
                    {
                        Vector3Int blockPosition = new Vector3Int(startPosition.x + x, startPosition.y + y, startPosition.z + z);
                        float      disTemp       = Vector3Int.Distance(blockPosition, startPosition);
                        if (blockPosition.y <= 3 || disTemp >= range - 0.5f)
                        {
                            continue;
                        }
                        WorldCreateHandler.Instance.manager.AddUpdateBlock(blockPosition, arrayBlockOre[randomOre]);
                    }
                }
            }
        }
    }
Esempio n. 3
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    /// <summary>
    /// 增加山洞
    /// </summary>
    /// <param name="startPosition"></param>
    /// <param name="caveData"></param>
    public static void AddCave(Chunk chunk, BiomeMapData[,] mapData, BiomeForCaveData caveData)
    {
        float frequency = 2;
        float amplitude = 1;

        FastNoise fastNoise  = BiomeHandler.Instance.fastNoise;
        int       caveNumber = WorldRandTools.Range(0, 10, chunk.chunkData.positionForWorld);

        for (int i = 8; i < caveNumber; i++)
        {
            int          positionX     = WorldRandTools.Range(1, chunk.chunkData.chunkWidth);
            int          positionZ     = WorldRandTools.Range(1, chunk.chunkData.chunkWidth);
            BiomeMapData biomeMapData  = mapData[positionX, positionZ];
            int          positionY     = WorldRandTools.Range(1, biomeMapData.maxHeight);
            Vector3Int   startPosition = new Vector3Int(positionX, positionY, positionZ) + chunk.chunkData.positionForWorld;

            int caveDepth = WorldRandTools.Range(caveData.minDepth, caveData.maxDepth);
            int lastType  = 0;
            for (int f = 0; f < caveDepth; f++)
            {
                int caveRange = WorldRandTools.Range(caveData.minSize, caveData.maxSize);
                if (startPosition.y < 5)
                {
                    continue;
                }

                float offsetX = fastNoise.GetPerlin(0, startPosition.y * frequency, startPosition.z * frequency) * amplitude;
                float offsetY = fastNoise.GetPerlin(startPosition.x * frequency, 0, startPosition.z * frequency) * amplitude;
                float offsetZ = fastNoise.GetPerlin(startPosition.x * frequency, startPosition.y * frequency, 0) * amplitude;

                Vector3    offset    = new Vector3(offsetX, offsetY, offsetZ).normalized;
                Vector3Int offsetInt = new Vector3Int(GetCaveDirection(offset.x), GetCaveDirection(offset.y), GetCaveDirection(offset.z));
                startPosition += offsetInt;

                if (startPosition.y <= 3 || startPosition.y > biomeMapData.maxHeight)
                {
                    break;
                }

                float absOffsetX = Mathf.Abs(offsetX);
                float absOffsetY = Mathf.Abs(offsetY);
                float absOffsetZ = Mathf.Abs(offsetZ);
                if (absOffsetX > absOffsetY && absOffsetX > absOffsetZ)
                {
                    AddCaveRange(startPosition, caveRange, 1, lastType);
                    lastType = 1;
                }
                else if (absOffsetY > absOffsetX && absOffsetY > absOffsetZ)
                {
                    AddCaveRange(startPosition, caveRange, 2, lastType);
                    lastType = 2;
                }
                else if (absOffsetZ > absOffsetX && absOffsetZ > absOffsetY)
                {
                    AddCaveRange(startPosition, caveRange, 3, lastType);
                    lastType = 3;
                }
            }
        }
    }
Esempio n. 4
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 /// <summary>
 /// 获取主界面时间
 /// </summary>
 /// <returns></returns>
 public TimeBean GetMainTime()
 {
     if (timeForMain == null)
     {
         timeForMain = new TimeBean();
         timeForMain.SetTimeForHM(WorldRandTools.Range(0, 24), 0);
     }
     return(timeForMain);
 }
    /// <summary>
    /// 增加普通的树
    /// </summary>
    /// <param name="startPosition"></param>
    /// <param name="treeData"></param>
    public static void AddTree(uint randomData, Vector3Int startPosition, BiomeForTreeData treeData)
    {
        //生成概率
        float addRate = WorldRandTools.GetValue(startPosition, randomData);

        if (addRate < treeData.addRate)
        {
            //高度
            int treeHeight = WorldRandTools.Range(treeData.minHeight, treeData.maxHeight);
            for (int i = 0; i < treeHeight + 2; i++)
            {
                Vector3Int treeTrunkPosition = new(startPosition.x, startPosition.y + (i + 1), startPosition.z);
                //生成树干
                if (i < treeHeight)
                {
                    WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition, treeData.treeTrunk);
                }
                if (i > 2)
                {
                    //最大范围
                    int range = treeData.leavesRange;
                    if (i >= treeHeight)
                    {
                        //叶子在最顶层递减
                        range -= (i - treeHeight);
                        if (range < 0)
                        {
                            range = 0;
                        }
                    }

                    //生成叶子
                    for (int x = -range; x <= range; x++)
                    {
                        for (int z = -range; z <= range; z++)
                        {
                            if (x == startPosition.x && z == startPosition.z)
                            {
                                continue;
                            }
                            if (Math.Abs(x) == range || Math.Abs(z) == range)
                            {
                                //如果是边界 则有几率不生成
                                int randomLeaves = WorldRandTools.Range(0, 3);
                                if (randomLeaves == 0)
                                {
                                    continue;
                                }
                            }
                            WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + x, treeTrunkPosition.y, treeTrunkPosition.z + z, treeData.treeLeaves);
                        }
                    }
                }
            }
        }
    }
Esempio n. 6
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    /// <summary>
    /// 增加鲜花
    /// </summary>
    /// <param name="randomData"></param>
    /// <param name="startPosition"></param>
    /// <param name="flowerData"></param>
    public static void AddFlower(uint randomData, Vector3Int startPosition, BiomeForPlantData flowerData)
    {
        float addRate          = WorldRandTools.GetValue(startPosition, randomData);
        int   flowerTypeNumber = WorldRandTools.Range(0, flowerData.listPlantType.Count);

        if (addRate < flowerData.addRate)
        {
            WorldCreateHandler.Instance.manager.AddUpdateBlock(startPosition.x, startPosition.y + 1, startPosition.z, flowerData.listPlantType[flowerTypeNumber]);
        }
    }
Esempio n. 7
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    /// <summary>
    /// 处理-随机角色
    /// </summary>
    public void HandleForRandomCharacter()
    {
        UnityEngine.Random.InitState(TimeUtil.GetTimeStampForS32());
        ui_ViewSelectChange_Hair.RandomSelect();
        ui_ViewSelectChange_Eye.RandomSelect();
        ui_ViewSelectChange_Mouth.RandomSelect();
        ui_ViewSelectChange_Clothes.RandomSelect();
        ui_ViewSelectColorChange_Skin.SetRandomColor();
        ui_ViewSelectColorChange_Hair.SetRandomColor();
        //随机性别
        int sexRandom = WorldRandTools.Range(0, 2);

        ChangeSex(sexRandom == 0 ? SexTypeEnum.Man : SexTypeEnum.Woman);
    }
Esempio n. 8
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    /// <summary>
    /// 生成枯木
    /// </summary>
    /// <param name="randomData"></param>
    /// <param name="startPosition"></param>
    public static void AddDeadwood(uint randomData, float addRate, Vector3Int startPosition)
    {
        //生成概率
        float addRateRandom = WorldRandTools.GetValue(startPosition, randomData);

        if (addRateRandom < addRate)
        {
            //高度
            int treeHeight = WorldRandTools.Range(1, 4);

            Vector3Int treeDataPosition = startPosition;
            for (int i = 0; i < treeHeight; i++)
            {
                WorldCreateHandler.Instance.manager.AddUpdateBlock(treeDataPosition.x, treeDataPosition.y + i + 1, treeDataPosition.z, BlockTypeEnum.WoodDead, BlockDirectionEnum.UpForward);
            }
        }
    }
    /// <summary>
    ///  增加仙人掌
    /// </summary>
    /// <param name="randomData"></param>
    /// <param name="startPosition"></param>
    /// <param name="cactusData"></param>
    public static void AddCactus(uint randomData, Vector3Int startPosition, BiomeForTreeData cactusData)
    {
        //生成概率
        float addRate = WorldRandTools.GetValue(startPosition, randomData);
        //高度
        int treeHeight = WorldRandTools.Range(cactusData.minHeight, cactusData.maxHeight);

        if (addRate < cactusData.addRate)
        {
            for (int i = 0; i < treeHeight; i++)
            {
                Vector3Int treeTrunkPosition = startPosition + Vector3Int.up * (i + 1);
                //生成树干
                if (i < treeHeight)
                {
                    WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition, cactusData.treeTrunk);
                }
            }
        }
    }
Esempio n. 10
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    public void InitData(Vector3Int wPos, Vector3Int[] listBiomeCenterPosition, Biome[] listBiome)
    {
        //距离该方块最近的生态点距离
        float minBiomeDis = float.MaxValue;
        //距离该方块第二近的生态点距离
        float secondMinBiomeDis = float.MaxValue;
        //最靠近的生态点
        Vector3Int minBiomePosition = Vector3Int.zero;

        //便利中心点,寻找最靠近的生态点(维诺图)
        for (int i = 0; i < listBiomeCenterPosition.Length; i++)
        {
            Vector3Int itemCenterPosition = listBiomeCenterPosition[i];
            float      tempDis            = Vector3Int.Distance(itemCenterPosition, wPos);

            //如果小于最小距离
            if (tempDis <= minBiomeDis)
            {
                minBiomePosition = itemCenterPosition;
                minBiomeDis      = tempDis;
            }
            //如果大于最小距离 并且小于第二小距离
            else if (tempDis > minBiomeDis && tempDis <= secondMinBiomeDis)
            {
                secondMinBiomeDis = tempDis;
            }
        }

        //获取该点的生态信息
        //int worldSeed = WorldCreateHandler.Instance.manager.GetWorldSeed();
        //RandomTools biomeRandom = RandomUtil.GetRandom(worldSeed, biomeCenterPosition.x, biomeCenterPosition.z);
        //int biomeIndex = biomeRandom.NextInt(listBiome.Count);
        int biomeIndex = WorldRandTools.Range(listBiome.Length, minBiomePosition);

        biome = listBiome[biomeIndex];

        //获取当前位置方块随机生成的高度值
        maxHeight = BiomeHandler.Instance.GetHeightData(wPos, biome.biomeInfo);

        offsetDis = secondMinBiomeDis - minBiomeDis;
    }
Esempio n. 11
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    /// <summary>
    /// 增加建筑
    /// </summary>
    /// <param name="addRate"></param>
    /// <param name="randomData"></param>
    /// <param name="startPosition"></param>
    /// <param name="buildingType"></param>
    public static bool AddBuilding(float addRate, uint randomData, Vector3Int startPosition, BuildingTypeEnum buildingType)
    {
        float randomRate;

        if (addRate < 0.00001f)
        {
            //概率小于万分之一的用RandomTools
            int         seed        = WorldCreateHandler.Instance.manager.GetWorldSeed();
            RandomTools randomTools = RandomUtil.GetRandom(seed, startPosition.x, startPosition.y, startPosition.z);
            //生成概率
            randomRate = randomTools.NextFloat();
        }
        else
        {
            randomRate = WorldRandTools.GetValue(startPosition, randomData);
        }
        if (randomRate < addRate)
        {
            BuildingInfoBean buildingInfo = BiomeHandler.Instance.manager.GetBuildingInfo(buildingType);

            List <BuildingBean> listBuildingData = buildingInfo.listBuildingData;

            int randomAngle = WorldRandTools.Range(0, 4, startPosition) * 90;

            for (int i = 0; i < listBuildingData.Count; i++)
            {
                BuildingBean buildingData   = listBuildingData[i];
                Vector3Int   targetPosition = startPosition + buildingData.GetPosition();
                float        createRate     = WorldRandTools.GetValue(targetPosition);

                if (buildingData.randomRate == 0 || createRate < buildingData.randomRate)
                {
                    VectorUtil.GetRotatedPosition(startPosition, targetPosition, new Vector3(0, randomAngle, 0));
                    WorldCreateHandler.Instance.manager.AddUpdateBlock(targetPosition, buildingData.blockId, (BlockDirectionEnum)buildingData.direction);
                }
            }
            return(true);
        }
        return(false);
    }
Esempio n. 12
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    /// <summary>
    /// 获取生态中心点
    /// </summary>
    /// <param name="currentChunk"></param>
    /// <param name="range">范围</param>
    /// <param name="rate">倍数</param>
    /// <returns></returns>
    public Vector3Int[] GetBiomeCenterPosition(Chunk currentChunk, int range, int rate)
    {
        List <Vector3Int> listData = new List <Vector3Int>();
        int worldSeed = WorldCreateHandler.Instance.manager.GetWorldSeed();
        int unitSize  = currentChunk.chunkData.chunkWidth * rate;
        int startX    = Mathf.FloorToInt(currentChunk.chunkData.positionForWorld.x / (float)unitSize) * unitSize;
        int startZ    = Mathf.FloorToInt(currentChunk.chunkData.positionForWorld.z / (float)unitSize) * unitSize;

        for (int x = -range; x < range; x++)
        {
            for (int z = -range; z < range; z++)
            {
                Vector3Int currentPosition = new Vector3Int(x * unitSize + startX, 0, z * unitSize + startZ);
                //RandomTools random = RandomUtil.GetRandom(worldSeed, currentPosition.x, currentPosition.z);
                //int addRate = random.NextInt(50);
                int addRate = WorldRandTools.Range(50, currentPosition * worldSeed);
                if (addRate <= 1)
                {
                    listData.Add(currentPosition);
                }
            }
        }
        return(listData.ToArray());
    }
Esempio n. 13
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    /// <summary>
    /// 增加世界之树
    /// </summary>
    /// <param name="startPosition"></param>
    /// <param name="treeData"></param>
    public static void AddTreeForWorld(Vector3Int startPosition, BiomeForTreeData treeData)
    {
        //概率小于万分之一的用RandomTools
        int         seed        = WorldCreateHandler.Instance.manager.GetWorldSeed();
        RandomTools randomTools = RandomUtil.GetRandom(seed, startPosition.x, startPosition.y, startPosition.z);
        //生成概率
        float addRate = randomTools.NextFloat();
        //高度
        int treeHeight = WorldRandTools.Range(treeData.minHeight, treeData.maxHeight);

        if (addRate < treeData.addRate)
        {
            for (int y = 0; y < treeHeight; y++)
            {
                Vector3Int treeTrunkPosition = startPosition + Vector3Int.up * (y + 1);
                int        trunkRange        = treeData.trunkRange;
                for (int x = -trunkRange; x <= trunkRange; x++)
                {
                    for (int z = -trunkRange; z <= trunkRange; z++)
                    {
                        if ((x == -trunkRange || x == trunkRange) && (z == -trunkRange || z == trunkRange))
                        {
                            continue;
                        }
                        else if ((x == -trunkRange + 1 || x == trunkRange - 1) && (z == -trunkRange || z == trunkRange))
                        {
                            continue;
                        }
                        else if ((z == -trunkRange + 1 || z == trunkRange - 1) && (x == -trunkRange || x == trunkRange))
                        {
                            continue;
                        }
                        else
                        {
                            Vector3Int tempTrunkPosition = new(treeTrunkPosition.x + x, treeTrunkPosition.y, treeTrunkPosition.z + z);
                            //生成树干
                            WorldCreateHandler.Instance.manager.AddUpdateBlock(tempTrunkPosition, treeData.treeTrunk);
                        }

                        if ((x == -trunkRange || x == trunkRange || z == -trunkRange || z == trunkRange) ||
                            ((x == -trunkRange + 1 || x == trunkRange - 1) && (z == -trunkRange || z == trunkRange)) ||
                            ((z == -trunkRange + 1 || z == trunkRange - 1) && (x == -trunkRange || x == trunkRange)) ||
                            ((x == -trunkRange + 2 || x == trunkRange - 2) && (z == -trunkRange || z == trunkRange)) ||
                            ((z == -trunkRange + 2 || z == trunkRange - 2) && (x == -trunkRange || x == trunkRange)))
                        {
                            //树盘
                            if (y == 0 || y == 1)
                            {
                                Vector3Int baseStartPosition = treeTrunkPosition + new Vector3Int(x, -1, z);
                                int        baseWith          = WorldRandTools.Range(3, 6);
                                for (int b = 0; b < baseWith; b++)
                                {
                                    BlockDirectionEnum baseDirection =
                                        (x == -trunkRange ? BlockDirectionEnum.LeftForward
                                        : x == trunkRange ? BlockDirectionEnum.RightForward
                                        : z == -trunkRange ? BlockDirectionEnum.ForwardForward
                                        : z == trunkRange ? BlockDirectionEnum.BackForward
                                        : BlockDirectionEnum.LeftForward);

                                    int branchDirectionX = WorldRandTools.Range(0, 2);
                                    int branchDirectionY = WorldRandTools.Range(0, 2);
                                    int branchDirectionZ = WorldRandTools.Range(0, 2);

                                    int addPositionX;
                                    if (x == -trunkRange || x == trunkRange)
                                    {
                                        addPositionX = x > 0 ? 1 : -1;
                                    }
                                    else if (x == -trunkRange + 1 || x == trunkRange - 1 || x == -trunkRange + 2 || x == trunkRange - 2)
                                    {
                                        int tempRandom = WorldRandTools.Range(0, 2);
                                        if (tempRandom == 0)
                                        {
                                            addPositionX = x > 0 ? 1 : -1;
                                        }
                                        else
                                        {
                                            addPositionX = (branchDirectionX == 0 ? -1 : 1);
                                        }
                                    }
                                    else
                                    {
                                        addPositionX = (branchDirectionX == 0 ? -1 : 1);
                                    }

                                    int addPositionZ;
                                    if (z == -trunkRange || z == trunkRange)
                                    {
                                        addPositionZ = z > 0 ? 1 : -1;
                                    }
                                    else if (z == -trunkRange + 1 || z == trunkRange - 1 || z == -trunkRange + 2 || z == trunkRange - 2)
                                    {
                                        int tempRandom = WorldRandTools.Range(0, 2);
                                        if (tempRandom == 0)
                                        {
                                            addPositionZ = z > 0 ? 1 : -1;
                                        }
                                        else
                                        {
                                            addPositionZ = (branchDirectionZ == 0 ? -1 : 1);
                                        }
                                    }
                                    else
                                    {
                                        addPositionZ = (branchDirectionZ == 0 ? -1 : 1);
                                    }

                                    int addPositionY = (branchDirectionY == 0 ? -1 : 0);
                                    if (addPositionY == -1)
                                    {
                                        addPositionX  = 0;
                                        addPositionZ  = 0;
                                        baseDirection = BlockDirectionEnum.UpForward;
                                    }

                                    Vector3Int addPosition = new(addPositionX, addPositionY, addPositionZ);
                                    baseStartPosition += addPosition;
                                    //干
                                    WorldCreateHandler.Instance.manager.AddUpdateBlock(baseStartPosition, treeData.treeTrunk, baseDirection);
                                }
                            }

                            //枝
                            if (y > treeHeight / 2)
                            {
                                int addBranchRate = WorldRandTools.Range(0, 3);
                                if (addBranchRate == 0)
                                {
                                    int        branchWith          = WorldRandTools.Range(0, treeHeight / 2) + treeHeight / 4;
                                    Vector3Int branchStartPosition = treeTrunkPosition + new Vector3Int(x, 0, z);

                                    for (int b = 0; b < branchWith; b++)
                                    {
                                        BlockDirectionEnum branchDirection =
                                            (x == -trunkRange ? BlockDirectionEnum.LeftForward
                                            : x == trunkRange ? BlockDirectionEnum.RightForward
                                            : z == -trunkRange ? BlockDirectionEnum.ForwardForward
                                            : z == trunkRange ? BlockDirectionEnum.BackForward
                                            : BlockDirectionEnum.LeftForward);

                                        int branchDirectionX = WorldRandTools.Range(0, 2);
                                        int branchDirectionY = WorldRandTools.Range(0, 4);
                                        int branchDirectionZ = WorldRandTools.Range(0, 2);

                                        int addPositionX;
                                        if (x == -trunkRange || x == trunkRange)
                                        {
                                            addPositionX = x > 0 ? 1 : -1;
                                        }
                                        else if (x == -trunkRange + 1 || x == trunkRange - 1 || x == -trunkRange + 2 || x == trunkRange - 2)
                                        {
                                            int tempRandom = WorldRandTools.Range(0, 2);
                                            if (tempRandom == 0)
                                            {
                                                addPositionX = x > 0 ? 1 : -1;
                                            }
                                            else
                                            {
                                                addPositionX = (branchDirectionX == 0 ? -1 : 1);
                                            }
                                        }
                                        else
                                        {
                                            addPositionX = (branchDirectionX == 0 ? -1 : 1);
                                        }

                                        int addPositionZ;
                                        if (z == -trunkRange || z == trunkRange)
                                        {
                                            addPositionZ = z > 0 ? 1 : -1;
                                        }
                                        else if (z == -trunkRange + 1 || z == trunkRange - 1 || z == -trunkRange + 2 || z == trunkRange - 2)
                                        {
                                            int tempRandom = WorldRandTools.Range(0, 2);
                                            if (tempRandom == 0)
                                            {
                                                addPositionZ = z > 0 ? 1 : -1;
                                            }
                                            else
                                            {
                                                addPositionZ = (branchDirectionZ == 0 ? -1 : 1);
                                            }
                                        }
                                        else
                                        {
                                            addPositionZ = (branchDirectionZ == 0 ? -1 : 1);
                                        }

                                        int addPositionY = (branchDirectionY == 0 ? 1 : 0);

                                        Vector3Int addPosition = new(addPositionX, addPositionY, addPositionZ);
                                        branchStartPosition += addPosition;
                                        //干
                                        WorldCreateHandler.Instance.manager.AddUpdateBlock(branchStartPosition, treeData.treeTrunk, branchDirection);
                                        //叶
                                        if (b % 4 == 0)
                                        {
                                            int leavesRange = 2;
                                            for (int leavesX = -leavesRange; leavesX <= leavesRange; leavesX++)
                                            {
                                                for (int leavesY = -leavesRange; leavesY <= leavesRange; leavesY++)
                                                {
                                                    for (int leavesZ = -leavesRange; leavesZ <= leavesRange; leavesZ++)
                                                    {
                                                        if (((leavesX == leavesRange || leavesX == -leavesRange) && (leavesY == leavesRange || leavesY == -leavesRange)) ||
                                                            ((leavesY == leavesRange || leavesY == -leavesRange) && (leavesZ == leavesRange || leavesZ == -leavesRange)) ||
                                                            ((leavesX == leavesRange || leavesX == -leavesRange) && (leavesZ == leavesRange || leavesZ == -leavesRange)))
                                                        {
                                                            continue;
                                                        }
                                                        Vector3Int leavesPosition = branchStartPosition + new Vector3Int(leavesX, leavesY, leavesZ);
                                                        WorldCreateHandler.Instance.manager.AddUpdateBlock(leavesPosition, treeData.treeLeaves);
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }
Esempio n. 14
0
    /// <summary>
    /// 生成大树
    /// </summary>
    /// <param name="startPosition"></param>
    /// <param name="treeData"></param>
    public static void AddTreeForBig(uint randomData, Vector3Int startPosition, BiomeForTreeData treeData)
    {
        //生成概率
        float addRate = WorldRandTools.GetValue(startPosition, randomData);

        if (addRate < treeData.addRate)
        {
            //高度
            int treeHeight = WorldRandTools.Range(treeData.minHeight, treeData.maxHeight);
            for (int i = 5; i < treeHeight + 3; i++)
            {
                //生成树叶
                Vector3Int treeTrunkPosition = startPosition + Vector3Int.up * (i + 1);
                int        range             = treeData.leavesRange;
                if (i == treeHeight + 2)
                {
                    range -= 1;
                }
                else if (i == 5)
                {
                    range -= 1;
                }

                for (int x = -range; x <= range; x++)
                {
                    for (int z = -range; z <= range; z++)
                    {
                        //生成概率
                        if (x == -range || x == range || z == -range || z == range)
                        {
                            int leavesRate = WorldRandTools.Range(0, 4);
                            if (leavesRate == 0)
                            {
                                continue;
                            }
                        }
                        WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + x, treeTrunkPosition.y, treeTrunkPosition.z + z, treeData.treeLeaves);
                    }
                }
            }


            //生成树干
            for (int i = 0; i < treeHeight; i++)
            {
                Vector3Int treeTrunkPosition = startPosition + Vector3Int.up * (i + 1);

                if (i == 0 || i == 1)
                {
                    if (i == 0)
                    {
                        WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 2, treeTrunkPosition.y, treeTrunkPosition.z, treeData.treeTrunk, BlockDirectionEnum.LeftForward);
                        WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + 2, treeTrunkPosition.y, treeTrunkPosition.z, treeData.treeTrunk, BlockDirectionEnum.RightForward);
                        WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 2, treeTrunkPosition.y, treeTrunkPosition.z + 2, treeData.treeTrunk, BlockDirectionEnum.ForwardForward);
                        WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 2, treeTrunkPosition.y, treeTrunkPosition.z - 2, treeData.treeTrunk, BlockDirectionEnum.BackForward);
                    }
                    WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + 1, treeTrunkPosition.y, treeTrunkPosition.z + 1, treeData.treeTrunk);
                    WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 1, treeTrunkPosition.y, treeTrunkPosition.z - 1, treeData.treeTrunk);
                    WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + 1, treeTrunkPosition.y, treeTrunkPosition.z - 1, treeData.treeTrunk);
                    WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 1, treeTrunkPosition.y, treeTrunkPosition.z + 1, treeData.treeTrunk);
                }

                if (i > treeHeight - 3)
                {
                    int isCreate = WorldRandTools.Range(0, 4);
                    if (isCreate == 1)
                    {
                        WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 2, treeTrunkPosition.y, treeTrunkPosition.z, treeData.treeTrunk, BlockDirectionEnum.LeftForward);
                    }
                    isCreate = WorldRandTools.Range(0, 4);
                    if (isCreate == 1)
                    {
                        WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + 2, treeTrunkPosition.y, treeTrunkPosition.z, treeData.treeTrunk, BlockDirectionEnum.RightForward);
                    }
                    isCreate = WorldRandTools.Range(0, 4);
                    if (isCreate == 1)
                    {
                        WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x, treeTrunkPosition.y, treeTrunkPosition.z + 2, treeData.treeTrunk, BlockDirectionEnum.ForwardForward);
                    }
                    isCreate = WorldRandTools.Range(0, 4);
                    if (isCreate == 1)
                    {
                        WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x, treeTrunkPosition.y, treeTrunkPosition.z - 2, treeData.treeTrunk, BlockDirectionEnum.BackForward);
                    }
                }
                WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x, treeTrunkPosition.y, treeTrunkPosition.z, treeData.treeTrunk);
                WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 1, treeTrunkPosition.y, treeTrunkPosition.z, treeData.treeTrunk);
                WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + 1, treeTrunkPosition.y, treeTrunkPosition.z + 1, treeData.treeTrunk);
                WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x, treeTrunkPosition.y, treeTrunkPosition.z + 1, treeData.treeTrunk);
                WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x, treeTrunkPosition.y, treeTrunkPosition.z - 1, treeData.treeTrunk);
            }
        }
    }
Esempio n. 15
0
    /// <summary>
    /// 死亡
    /// </summary>
    public void Dead()
    {
        //获取所有的骨骼节点
        //List<Transform> listObjBone = CptUtil.GetAllCptInChildrenByContainName<Transform>(gameObject, "Bone");
        //for (int i = 0; i < listObjBone.Count; i++)
        //{
        //    Transform itemBone = listObjBone[i];
        //    Rigidbody boneRB = itemBone.AddComponentEX<Rigidbody>();
        //}
        Vector3 randomRotate;
        int     random = WorldRandTools.Range(0, 4);

        switch (random)
        {
        case 0:
            randomRotate = new Vector3(90, 0, 0);
            break;

        case 1:
            randomRotate = new Vector3(-90, 0, 0);
            break;

        case 2:
            randomRotate = new Vector3(0, 0, 90);
            break;

        case 3:
            randomRotate = new Vector3(0, 0, -90);
            break;

        default:
            randomRotate = new Vector3(-90, 0, 0);
            break;
        }
        //身体侧翻
        transform
        .DOLocalRotate(randomRotate, 0.5f, RotateMode.Fast)
        .OnComplete(() =>
        {
            //查询身体位置
            Transform bodyTF = CptUtil.GetCptInChildrenByName <Transform>(gameObject, "BoneBody");
            //消失烟雾
            EffectBean effectData     = new EffectBean();
            effectData.effectName     = EffectInfo.Effect_Dead_1;
            effectData.effectType     = EffectTypeEnum.Visual;
            effectData.timeForShow    = 5;
            effectData.effectPosition = bodyTF.position;
            EffectHandler.Instance.ShowEffect(effectData, (effect) => { effect.PlayEffect(); });
            //删除此物体
            Destroy(gameObject);
        });
        //关闭动画
        creatureAnim.EnabledAnim(false);
        //关闭刚体
        if (rbCreature != null)
        {
            rbCreature.isKinematic = true;
        }
        //关闭检测
        if (colliderCreature != null)
        {
            colliderCreature.enabled = false;
        }
    }