/// <summary> /// starts new editor session and loads terrain preset /// </summary> public static GameStartSettings GetEditorStartSettings(string i_savename) { var cgs = new GameStartSettings(); cgs.gameMode = GameMode.Editor; cgs.chunkGenerationSettings = ChunkGenerationSettings.GetLoadingSettings(i_savename); return(cgs); }
public static GameStartSettings GetEditorStartSettings(byte i_size) { var cgs = new GameStartSettings(); cgs.gameMode = GameMode.Editor; cgs.chunkGenerationSettings = ChunkGenerationSettings.GetGenerationSettings(ChunkGenerationMode.EditorPreset, i_size); return(cgs); }
public static GameStartSettings GetDefaultStartSettings() { var cgs = new GameStartSettings(); cgs.gameMode = GameMode.Survival; cgs.chunkGenerationSettings = ChunkGenerationSettings.GetDefaultSettings(); cgs.subIndex0 = (byte)StartFoundingType.Zeppelin; return(cgs); }
public static GameStartSettings GetLoadingSettings(GameMode i_gameMode, string i_savename) { var cgs = new GameStartSettings(); cgs.gameMode = i_gameMode; cgs.loadGame = true; cgs.chunkGenerationSettings = ChunkGenerationSettings.GetNoActionSettings(); cgs.savename = i_savename; return(cgs); }
public static GameStartSettings GetModeChangingSettings(GameMode newMode, Difficulty i_difficulty, StartFoundingType i_foundingType) { var cgs = new GameStartSettings(); cgs.gameMode = newMode; cgs.chunkGenerationSettings = ChunkGenerationSettings.GetNoActionSettings(); cgs.difficulty = i_difficulty; cgs.subIndex0 = (byte)i_foundingType; return(cgs); }
public static GameStartSettings GetStartSettings(GameMode i_mode, ChunkGenerationSettings i_chunkSettings, Difficulty i_difficulty, StartFoundingType i_start) { var cgs = new GameStartSettings(); cgs.gameMode = i_mode; cgs.chunkGenerationSettings = i_chunkSettings; cgs.difficulty = i_difficulty; cgs.subIndex0 = (byte)i_start; return(cgs); }
public static Chunk ConstructChunk(ChunkGenerationSettings cgs) { int size = cgs.GetChunkSize(); int[,,] dat = new int[size, size, size]; switch (cgs.DefineGenerationMode()) { case ChunkGenerationMode.Standart: GenerateSpiralsData(size, ref dat); break; case ChunkGenerationMode.Cube: GeneratePyramidData(size, ref dat); break; case ChunkGenerationMode.Peak: dat = GeneratePeakData(size); GameMaster.realMaster?.environmentMaster?.PrepareIslandBasis(ChunkGenerationMode.Peak); break; } //testzone /* * dat = new int[size, size, size]; * var ac = PoolMaster.MATERIAL_WHITE_METAL_ID; * for (int x = 0; x < 3; x++) * { * for (int z = 0; z < 3; z++) * { * for (int y = 0; y < 3; y++) * { * dat[x, y, z] = ac; * } * } * } */ //eo testzone var c = Chunk.InitializeChunk(); c.Rebuild(dat); //CheckForLandingPosition(c); c.RenderDataFullRecalculation(); return(c); }
public ChunkGenerationSettings GetChunkGenerationSettings() { return(chunkGenerationSettings ?? ChunkGenerationSettings.GetDefaultSettings()); }
public void StartGame() { ChunkGenerationSettings cgs = null; switch (chunkPrepareAction) { case ChunkPreparingAction.Generate: cgs = ChunkGenerationSettings.GetGenerationSettings(chunkGenerationMode, (byte)sizeSlider.value); break; case ChunkPreparingAction.Load: cgs = ChunkGenerationSettings.GetLoadingSettings(selectedSaveName); break; default: cgs = ChunkGenerationSettings.GetNoActionSettings(); break; } // // switch (selectedGameMode) { case GameMode.Survival: { if (GameConstants.NeedTutorialNote()) { askWindowText.text = Localization.GetPhrase(LocalizedPhrase.AskNeedTutorial); askWindow_left.text = Localization.GetWord(LocalizedWord.Tutorial); askWindow_leftAction = () => { GameMaster.StartNewGame(GameStartSettings.GetTutorialSettings()); askWindow.SetActive(false); }; askWindow_right.text = Localization.GetWord(LocalizedWord.Cancel); askWindow_rightAction = () => { GameConstants.DisableTutorialNote(); this.StartGame(); askWindow.SetActive(false); }; askWindow.SetActive(true); return; } // GameMaster.StartNewGame( GameStartSettings.GetStartSettings(GameMode.Survival, cgs, (Difficulty)difficultyDropdown.value, StartFoundingType.Zeppelin) ); break; } case GameMode.Editor: { GameMaster.StartNewGame( GameStartSettings.GetStartSettings(GameMode.Editor, cgs, (Difficulty)difficultyDropdown.value, StartFoundingType.Zeppelin) ); break; } case GameMode.Scenario: { if (ng_selectedScenarioIndex != -1) { GameMaster.StartNewGame( scenariosRepresentators[ng_selectedScenarioIndex].GetStartSettings() ); } break; } } }