Esempio n. 1
0
    public override void OnInspectorGUI()
    {
        generate_map mapGen = (generate_map)target;

        if (DrawDefaultInspector())
        {
            if (mapGen.auto_update)
            {
                mapGen.generateMap();
            }
        }
        if (GUILayout.Button("Generate"))
        {
            // delete generated stuff first
            foreach (GameObject o in Object.FindObjectsOfType <GameObject>())
            {
                if (o.tag != "important")
                {
                    DestroyImmediate(o);
                }
            }
            mapGen.generateMap();
        }
        if (GUILayout.Button("Clear"))
        {
            // delete generated stuff first
            foreach (GameObject o in Object.FindObjectsOfType <GameObject>())
            {
                if (o.tag != "important")
                {
                    DestroyImmediate(o);
                }
            }
        }
    }
Esempio n. 2
0
    public override void OnInspectorGUI()
    {
        float temp = Time.realtimeSinceStartup;

        generate_map mapGen = (generate_map)target;

        if (DrawDefaultInspector())
        {
            if (mapGen.auto_update)
            {
                mapGen.generateMap();
            }
        }
        if (GUILayout.Button("Generate"))
        {
            // delete generated stuff first
            foreach (GameObject o in Object.FindObjectsOfType <GameObject>())
            {
                if (o.tag != "important")
                {
                    DestroyImmediate(o);
                }
            }
            mapGen.generateMap();
            Debug.Log("Time for Generation Function: " + (Time.realtimeSinceStartup - temp).ToString("f6"));
        }
        if (GUILayout.Button("Clear"))
        {
            // delete generated stuff first
            foreach (GameObject o in Object.FindObjectsOfType <GameObject>())
            {
                if (o.tag != "important")
                {
                    DestroyImmediate(o);
                }
            }
        }
    }
Esempio n. 3
0
    void Update()
    {
        // find the generate mesh map
        generate_map map = FindObjectOfType <generate_map>();

        // arrow keys or WSAD + ctrls and space for height
        if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D))
        {
            transform.Translate(new Vector3(arrowSpeed * Time.deltaTime, 0, 0));
        }
        if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A))
        {
            transform.Translate(new Vector3(-arrowSpeed * Time.deltaTime, 0, 0));
        }
        if (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W))
        {
            transform.Translate(new Vector3(0, 0, arrowSpeed * Time.deltaTime));
        }
        if (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S))
        {
            transform.Translate(new Vector3(0, 0, -arrowSpeed * Time.deltaTime));
        }
        if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
        {
            transform.Translate(new Vector3(0, -arrowSpeed * Time.deltaTime, 0));
        }
        if (Input.GetKey(KeyCode.Space))
        {
            transform.Translate(new Vector3(0, arrowSpeed * Time.deltaTime, 0));
        }
        // Change fill content or not using Enter
        if (Input.GetMouseButtonDown(0))
        {
            fill = (fill ? false : true);
        }
        // Change level of details using key +/-
        if (Input.GetKey(KeyCode.Equals))
        {
            // delete generated stuff first
            foreach (GameObject o in Object.FindObjectsOfType <GameObject>())
            {
                if (o.tag != "important")
                {
                    Destroy(o);
                }
            }
            map.levelOfDetails = Mathf.Min(map.levelOfDetails + 1, 2);
            map.generateMap(fill);
        }
        if (Input.GetKey(KeyCode.Minus))
        {
            foreach (GameObject o in Object.FindObjectsOfType <GameObject>())
            {
                if (o.tag != "important")
                {
                    Destroy(o);
                }
            }
            map.levelOfDetails = Mathf.Max(map.levelOfDetails - 1, 0);
            map.generateMap(fill);
        }
        // Change seed to create a random new map, using left shift
        if (Input.GetKey(KeyCode.LeftShift))
        {
            foreach (GameObject o in Object.FindObjectsOfType <GameObject>())
            {
                if (o.tag != "important")
                {
                    Destroy(o);
                }
            }
            map.seed++;
            map.generateMap(fill);
        }
        // Change scale using mouse wheel
        if (Input.GetAxis("Mouse ScrollWheel") > 0)
        {
            foreach (GameObject o in Object.FindObjectsOfType <GameObject>())
            {
                if (o.tag != "important")
                {
                    Destroy(o);
                }
            }
            map.scale += 3;
            map.generateMap(fill);
        }
        if (Input.GetAxis("Mouse ScrollWheel") < 0)
        {
            foreach (GameObject o in Object.FindObjectsOfType <GameObject>())
            {
                if (o.tag != "important")
                {
                    Destroy(o);
                }
            }
            map.scale = Mathf.Max(1, map.scale - 3);
            map.generateMap(fill);
        }

        // rotate camera with mouse movement
        if (axes == RotationAxes.MouseXAndY)
        {
            float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;

            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationY  = Mathf.Clamp(rotationY, minimumY, maximumY);

            transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
        }
        else if (axes == RotationAxes.MouseX)
        {
            transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
        }
        else
        {
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationY  = Mathf.Clamp(rotationY, minimumY, maximumY);

            transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
        }
        // clamp camera position to avoid going underground and out
        transform.position = new Vector3(
            Mathf.Clamp(transform.position.x, 0, mapSize),
            Mathf.Clamp(transform.position.y, 2.0f, 1000.0f),
            Mathf.Clamp(transform.position.z, 0, mapSize));
    }