Esempio n. 1
0
    void Start()
    {
        player     = GameObject.Find("Player");
        waterLevel = Mathf.Clamp01(waterLevel);
        TerrainMap = createTerrain();
        WaterMap   = createWater(TerrainMap);
        generateTexureMap();
        forest f = new forest(ChunckSize / 2, forestDensity, new point(ChunckSize / 2, ChunckSize / 2, 0), texture);

        f.CreateForest();
        texture = f.map;
    }
 void Start()
 {
     forest f = new forest (radius, density, new point(0, 0, 0));
     point[] arrForest = f.CreateForest ();
     species aSpec = new species ();
     aSpec.generate ();
     foreach (point tree in arrForest) {
         Debug.Log (string.Format("Tree x: {0}, y: {1}", tree.x, tree.y));
         aSpec.generate();
         tree t = new tree(f_prefab);
         t.genTree(new Vector3(tree.x, 0, tree.y), aSpec.depth, aSpec.length, aSpec.maxHeight, Mathf.PI / 2);
         viewableTree v = new viewableTree(t.points);
         trees.Add(v);
     }
     foreach (viewableTree v in trees) {
         Debug.Log (string.Format("Viewable Tree start point: {0}", v.startPoint));
     }
 }
    void Start()
    {
        forest f = new forest(radius, density, new point(0, 0, 0));

        point[] arrForest = f.CreateForest();
        species aSpec     = new species();

        aSpec.generate();
        foreach (point tree in arrForest)
        {
            Debug.Log(string.Format("Tree x: {0}, y: {1}", tree.x, tree.y));
            aSpec.generate();
            tree t = new tree(f_prefab);
            t.genTree(new Vector3(tree.x, 0, tree.y), aSpec.depth, aSpec.length, aSpec.maxHeight, Mathf.PI / 2);
            viewableTree v = new viewableTree(t.points);
            trees.Add(v);
        }
        foreach (viewableTree v in trees)
        {
            Debug.Log(string.Format("Viewable Tree start point: {0}", v.startPoint));
        }
    }
Esempio n. 4
0
 void Start()
 {
     gpsObj    = GameObject.Find("gps").GetComponent <gps>();
     forestObj = GameObject.Find("gps").GetComponent <forest>();
     LoadGame();
 }
 void Start()
 {
     player = GameObject.Find("Player");
     waterLevel = Mathf.Clamp01(waterLevel);
     TerrainMap = createTerrain();
     WaterMap = createWater(TerrainMap);
     generateTexureMap();
     forest f = new forest(ChunckSize / 2, forestDensity, new point(ChunckSize / 2,ChunckSize / 2,0), texture);
     f.CreateForest();
     texture = f.map;
 }