/// <summary> /// Create the terrain defined by these settings - and apply the resources to it /// </summary> public void CreateTerrain(GaiaResource resources) { Terrain[,] world; //Update the resouces ny associating them with their assets resources.AssociateAssets(); //Update the session GaiaSessionManager sessionMgr = GaiaSessionManager.GetSessionManager(); if (sessionMgr != null && sessionMgr.IsLocked() != true) { //Update terrain settings in session sessionMgr.m_session.m_terrainWidth = m_tilesX * m_terrainSize; sessionMgr.m_session.m_terrainDepth = m_tilesZ * m_terrainSize; sessionMgr.m_session.m_terrainHeight = m_terrainHeight; //Add the defaults sessionMgr.AddDefaults(this); //Set the sea level - but only if it is zero - if not zero then its been deliberately set if (Gaia.GaiaUtils.Math_ApproximatelyEqual(sessionMgr.m_session.m_seaLevel, 0f)) { sessionMgr.SetSeaLevel(m_seaLevel); } //Grab the resources scriptable object sessionMgr.AddResource(resources); //Adjust them if they are different to the defaults resources.ChangeSeaLevel(sessionMgr.m_session.m_seaLevel); //Then add the operation sessionMgr.AddOperation(GetTerrainCreationOperation(resources)); } //Create the terrains array world = new Terrain[m_tilesX, m_tilesZ]; //And iterate through and create each terrain for (int x = 0; x < m_tilesX; x++) { for (int z = 0; z < m_tilesZ; z++) { CreateTile(x, z, ref world, resources); } } //Now join them together and remove their seams RemoveWorldSeams(ref world); }
/// <summary> /// Create the terrain defined by these settings /// </summary> public void CreateTerrain() { Terrain[,] world; //Update the session GaiaSessionManager sessionMgr = GaiaSessionManager.GetSessionManager(); if (sessionMgr != null && sessionMgr.IsLocked() != true) { //Update terrain settings in session sessionMgr.m_session.m_terrainWidth = m_tilesX * m_terrainSize; sessionMgr.m_session.m_terrainDepth = m_tilesZ * m_terrainSize; sessionMgr.m_session.m_terrainHeight = m_terrainHeight; sessionMgr.AddDefaults(this); sessionMgr.SetSeaLevel(m_seaLevel); //Then add the operation GaiaOperation op = new GaiaOperation(); op.m_description = "Creating terrain"; op.m_generatedByID = m_defaultsID; op.m_generatedByName = this.name; op.m_generatedByType = this.GetType().ToString(); op.m_isActive = true; op.m_operationDateTime = DateTime.Now.ToString(); op.m_operationType = GaiaOperation.OperationType.CreateTerrain; sessionMgr.AddOperation(op); } //Create the terrains array world = new Terrain[m_tilesX, m_tilesZ]; //And iterate through and create each terrain for (int x = 0; x < m_tilesX; x++) { for (int z = 0; z < m_tilesZ; z++) { CreateTile(x, z, ref world, null); } } //Now join them together and remove their seams RemoveWorldSeams(ref world); }