コード例 #1
0
    public override void Render()
    {
        MeshBuilder mb = new MeshBuilder();

        ProcMesh.addCube(mb, Vector3.zero, .5f, .5f, .5f, Sub.Vegitation2);
        setMeshCol(mb.getMesh());
        addNode <PowerInNode>(mb, new Vector3(.25f, 0, 0), Quaternion.Euler(0, 0, -90));
        setMesh(mb.getMesh());
    }
コード例 #2
0
ファイル: Seat.cs プロジェクト: samhogan/AUG
    public override void Render()
    {
        MeshBuilder mb = new MeshBuilder();

        ProcMesh.addCube(mb, Vector3.zero, 1f, 1f, .1f, Sub.TEST);
        setMeshCol(mb.getMesh());

        addNode <NeutralNode>(mb, new Vector3(0, -.05f, 0), Quaternion.Euler(180, 0, 0));
        setMesh(mb.getMesh());
    }
コード例 #3
0
    public override void Render()
    {
        MeshBuilder mb = new MeshBuilder();

        ProcMesh.addCube(mb, Vector3.zero, .5f, .5f, 1, Sub.Hawaiite);
        setMeshCol(mb.getMesh());

        addNode <PowerInNode>(mb, new Vector3(0, -.5f, 0), Quaternion.Euler(180, 0, 0));
        setMesh(mb.getMesh());
    }
コード例 #4
0
ファイル: Ship.cs プロジェクト: samhogan/AUG
    public override void Render()
    {
        MeshBuilder mb = new MeshBuilder();

        ProcMesh.addCube(mb, Vector3.zero, 4, 5, .5f, Sub.Gold);
        meshCollider.sharedMesh = mb.getMesh();
        ProcMesh.addCube(mb, new Vector3(1.75f, 2, 2.25f), .5f, .5f, 4, Sub.Gold);
        ProcMesh.addCube(mb, new Vector3(-1.75f, 2, 2.25f), .5f, .5f, 4, Sub.Gold);
        ProcMesh.addCube(mb, new Vector3(0, 4, 2.25f), 4f, .5f, .5f, Sub.Gold);
        filter.mesh = mb.getMesh();
        //setMesh(mb.getMesh());
    }
コード例 #5
0
ファイル: VehicleBase.cs プロジェクト: samhogan/AUG
    //don't ask why I capitalized this method but don't follow convention for anything else
    //okay fine I'll tell you, you might want to get some popcorn because it's story time
    //Many believe the Render method to be a fluke, an accident, the result of an experiment gone horribly wrong.
    //None of these are in fact the truth at all. The mysterious Render method is simply a remnant of a class long lost in the git archive
    //from many projects ago...
    //It started many years in the past when a young boy was on a quest to unlock the secrets of cyberspace and the world of game development
    //He had an idea, a starting point to a game he would enjoy: an infinite world
    //this would give him a map to let his imagination run free with creation
    //There was just one problem: He did not know how to do it.
    //The boy decided to consult an online tutorial explaining how to create a voxel based world represented by cubes
    //This mighty tutorial offered the boy something that few souls have encountered and many believe to be a myth
    //They call it the Chunk class
    //lengend has it that the Chunk class contained infinite knowledge of world generation in game development
    //It's countless methods were more beautiful, more elegant, and more efficient than the greatest minds in computer science could ever imagine
    //It is believed that one of these methods was simply named Render
    //The great class was there for the boy's taking, but he knew he would have much work ahead of him in understanding its holy contents
    //He spent days and weeks exploring the unknown, learning more than he thought possible
    //But one day, something changed.
    //to be continued i need to get back to work

    public override void Render()
    {
        MeshBuilder mb = new MeshBuilder();

        ProcMesh.addCube(mb, Vector3.zero, 3, 5, .5f, Sub.Gold);
        setMeshCol(mb.getMesh());
        addNode <PowerOutNode>(mb, new Vector3(0, 0, -2.5f), Quaternion.Euler(-90, 0, 0));
        addNode <PowerOutNode>(mb, new Vector3(0, 0, 2.5f), Quaternion.Euler(90, 0, 0));
        addNode <NeutralNode>(mb, new Vector3(0, .25f, 0), Quaternion.identity);

        setMesh(mb.getMesh());
    }
コード例 #6
0
ファイル: RockPrint.cs プロジェクト: samhogan/AUG
    public override Mesh buildObject(int seed)
    {
        System.Random rand = new System.Random(seed);

        MeshBuilder mb   = new MeshBuilder();
        float       size = (float)sizeprob.getValue(rand.NextDouble());

        ProcMesh.addCube(mb, Vector3.zero, size, size, size, substance);

        ModMesh.displace(mb, size * (float)dispProb.getValue(rand.NextDouble()));

        return(mb.getMesh());
    }