Esempio n. 1
0
 private void GenerateTree(int x, int y, int z)
 {
     GenerateLeaves(new Vector3i(x, y + 6, z), new Vector3i(x, y + 6, z));
     for (int i = 0; i < 8; i++)
     {
         map.SetBlock(new OpenCog.Map.OCBlockData(wood, new Vector3i(x, y + i, z)), new Vector3i(x, y + i, z));
     }
 }
 private void GenerateTree(int x, int y, int z)
 {
     GenerateLeaves(new Vector3i(x, y + 6, z), new Vector3i(x, y + 6, z));
     for (int i = 0; i < 8; i++)
     {
         map.SetBlock(OCBlockData.CreateInstance <OCBlockData>().Init(wood, new Vector3i(x, y + i, z)), new Vector3i(x, y + i, z));
     }
 }
Esempio n. 3
0
    private bool GenerateChunk(Vector3i chunkPos)
    {
        bool reportedWater   = false;
        bool reportedTerrain = false;
        bool reportedIsland  = false;

        reportedWater   = true;
        reportedTerrain = true;
        reportedIsland  = true;

        bool generated = false;

        for (int z = -1; z < OpenCog.Map.OCChunk.SIZE_Z + 1; z++)
        {
            for (int x = -1; x < OpenCog.Map.OCChunk.SIZE_X + 1; x++)
            {
                for (int y = 0; y < OpenCog.Map.OCChunk.SIZE_Y; y++)
                {
                    Vector3i worldPos = OpenCog.Map.OCChunk.ToWorldPosition(chunkPos, new Vector3i(x, y, z));

                    if (worldPos.y <= WATER_LEVEL)
                    {
                        if (map.GetBlock(worldPos).IsEmpty())
                        {
                            map.SetBlock(water, worldPos);
                        }
                        if (!reportedWater)
                        {
                            Debug.Log("I made a water block!");
                            reportedWater = true;
                        }
                        generated = true;
                    }

                    int terrainHeight = GetTerrainHeight(worldPos.x, worldPos.z);
                    if (worldPos.y <= terrainHeight)
                    {
                        GenerateBlockForBaseTerrain(worldPos);
                        if (!reportedTerrain)
                        {
                            Debug.Log("I made a terrain block!");
                            reportedTerrain = true;
                        }
                        generated = true;
                        continue;
                    }

                    int islandHeight = GetIslandHeight(worldPos.x, worldPos.z);
                    if (worldPos.y <= islandHeight)
                    {
                        GenerateBlockForIsland(worldPos, islandHeight - worldPos.y, islandHeight);
                        if (!reportedIsland)
                        {
                            Debug.Log("I made an island block!");
                            reportedIsland = true;
                        }
                        generated = true;
                        continue;
                    }
                }
            }
        }
        return(generated);
    }