void Start() { ContentManager = GetComponent <ContentManager>(); SeasonalChange = GetComponent <SeasonalChange>(); RoadGenerator = GetComponent <RoadGenerator>(); TerrainInfo = new TerrainInfo(GetComponent <Terrain>()); SplineScript = GetComponentInChildren <Spline>(); if (UseCustomTerrainSizeDefinitions) { TerrainInfo.TerrainWidth = TerrainWidth; TerrainInfo.TerrainHeight = TerrainHeight; TerrainInfo.TerrainDepth = TerrainDepth; } // Figure out how to do this better, for now info has "manager" info (so we can use it elsewhere) TerrainInfo.ContentManager = ContentManager; ContentGenerator = GetComponent <ContentGenerator>(); TerrainInfo.ContentGenerator = ContentGenerator; TerrainInfo.RoadGenerator = RoadGenerator; // Initialize manager, need to handle path for different platforms (OSX, Windows) SerializationManager.InitializeManager(); // You can deserialize here and take the first NoiseParameter from the list if you dont want the default values InitializeTerrainWithPresetGeneration(); }
public void nextSeason() { currentSeason += 1; if ((int)currentSeason > 3) { currentSeason = Season.AUTUMN; } switch (currentSeason) { case Season.AUTUMN: autumn.GetComponent <Renderer>().material = autumn_mat; spring.GetComponent <Renderer>().material = neutral_mat; winter.GetComponent <Renderer>().material = neutral_mat; summer.GetComponent <Renderer>().material = neutral_mat; break; case Season.SUMMER: autumn.GetComponent <Renderer>().material = neutral_mat; spring.GetComponent <Renderer>().material = neutral_mat; winter.GetComponent <Renderer>().material = neutral_mat; summer.GetComponent <Renderer>().material = summer_mat; break; case Season.WINTER: autumn.GetComponent <Renderer>().material = neutral_mat; spring.GetComponent <Renderer>().material = neutral_mat; winter.GetComponent <Renderer>().material = winter_mat; summer.GetComponent <Renderer>().material = neutral_mat; break; case Season.SPRING: autumn.GetComponent <Renderer>().material = neutral_mat; spring.GetComponent <Renderer>().material = spring_mat; winter.GetComponent <Renderer>().material = neutral_mat; summer.GetComponent <Renderer>().material = neutral_mat; break; } for (int i = 0; i < toChangeSingle.Length; i++) { SeasonalChange sc = toChangeSingle[i].GetComponent <SeasonalChange>(); if (toChangeSingle[i].activeSelf == true) { sc.ChangeSeason((int)currentSeason); } else { sc.currentSeason = (int)currentSeason; } } for (int i = 0; i < toChangeChildren.Length; i++) { foreach (Transform child in toChangeChildren[i].transform) { SeasonalChange sc = child.GetComponent <SeasonalChange>(); if (toChangeChildren[i].activeSelf) { sc.ChangeSeason((int)currentSeason); } else { sc.currentSeason = (int)currentSeason; } } } }