void Update() { if (landGenerator == null) { landGenerator = new LandGenerator(config); } landGenerator.Update(); if (objectSpawner == null) { objectSpawner = new ObjectSpawner(config); } objectSpawner.Update(); if (playerPhysics == null) { playerPhysics = new PlayerPhysics(playerObject, config); } playerPhysics.Update(); if (cameraFollowPlayer == null) { cameraFollowPlayer = new CameraFollowPlayer(() => playerObject.transform, () => Camera.main.transform, config); } cameraFollowPlayer.Update(); }
private void Awake() { maxViewDist = detailLevels[detailLevels.Length - 1].visibleDistThreshold; chunkSize = LandGenerator.CHUNK_SIZE - 1; chunksVisibleInView = Mathf.RoundToInt(maxViewDist / chunkSize); landGenerator = FindObjectOfType <LandGenerator>(); updateVisibleChunks(); }
void Awake() { if (Instance == null) { Instance = this; Tree.OnTreeEmpty += OnTreeEmptied; } else { Destroy(gameObject); } }
public LandMap GenerateMap(ILandSettings settings) { var time = Stopwatch.StartNew(); //Land = new Land(Layout, settings); //Generate land's chunks var map = new LandMap(settings, LandLayout); var landGenerator = new LandGenerator(LandLayout, settings); Map = landGenerator.Generate(map); time.Stop(); //Debug.Log(Land.GetStaticstics()); Debug.Log(string.Format("Generate map {0} ms", time.ElapsedMilliseconds)); return(Map); }
private void Start() { Generator = GameObject.FindObjectOfType <LandGenerator>(); halfMap = Generator.ChunkSize / 2f; quartMap = Generator.ChunkSize / 4f; }
void Awake() { theLandGenerator = GameObject.Find("LandGenerator"); landGenScript = theLandGenerator.GetComponent <LandGenerator>(); }
void OnEnable() { generator = (LandGenerator)target; }
void Start() { instance = instance ?? this; SetDefaults(); }