// Start is called before the first frame update void Start() { Random.InitState(SeedRandomGeneration.GetRandomSeed()); objectParent = this.gameObject.transform.Find("AA Guns"); lowestYpoint = GameObject.FindWithTag("Water").transform.position.y; }
//--------------------------------------------------------------- // Start is called before the first frame update void Start() { Random.InitState(SeedRandomGeneration.GetRandomSeed()); if (city) { buildingParent = this.gameObject.transform.Find("Buildings"); } else { buildingParent = this.gameObject.transform.Find("Shrubery"); } lowestYpoint = GameObject.FindWithTag("Water").transform.position.y; // calculate the weighted prob for buildings foreach (SpawnableObject buidling in buildings) { totalWeightedProbBuildings = buidling.CalculateWeightedSpawnProbability(totalWeightedProbBuildings); } foreach (SpawnableObject city in cityLayouts) { totalWeightedProbCities = city.CalculateWeightedSpawnProbability(totalWeightedProbCities); } }
private void Start() { Random.InitState(SeedRandomGeneration.GetRandomSeed()); heightMapSettings.noiseSettings.seed = SeedRandomGeneration.GetRandomSeed(); Debug.Log($"World Seed: {SeedRandomGeneration.GetRandomSeed()}"); textureSettings.ApplyToMaterial(mapMaterial); textureSettings.UpdateMeshHeights(mapMaterial, heightMapSettings.minHeight, heightMapSettings.maxHeight); //mapGenerator = FindObjectOfType<MapGenerator>(); float maxViewDistance = detailLevels[detailLevels.Length - 1].visibleDstThreshold; meshWorldSize = meshSettings.meshWorldSize; // spawn the chunks unorderly, needs to be islands for it to look good too if (randomGeneration && heightMapSettings.useFalloff) { UpdateVisibleChuncksRandomly(); } // else if not random terrain generation, spawn the chunks as a grid else { UpdateVisibleChuncks(); // might not eval to true in update upon start } finishedTerrainSpawn = true; }
// Start is called before the first frame update void Awake() { buildingSpawner = GameObject.FindWithTag("BuildingSpawner"); playerTransform = GameObject.FindWithTag("Player").GetComponent <Transform>(); numberRemainingTargets = numberOfTargetBuildings; Random.InitState(SeedRandomGeneration.GetRandomSeed()); buildingTargetingCompleted = false; }
// Start is called before the first frame update void Start() { // calculate the weighted prob foreach (SpawnableObject enemy in Enemies) { totalWeightedProb = enemy.CalculateWeightedSpawnProbability(totalWeightedProb); } Random.InitState(SeedRandomGeneration.GetRandomSeed()); }
// Start is called before the first frame update void Start() { Random.InitState(SeedRandomGeneration.GetRandomSeed()); buildingParent = this.gameObject.transform.Find("Buildings"); shruberyParent = this.gameObject.transform.Find("Shrubery"); lowestYpoint = GameObject.FindWithTag("Water").transform.position.y; // calculate the weighted prob for buildings foreach (SpawnableObject buidling in buildings) { totalWeightedProbBuildings = buidling.CalculateWeightedSpawnProbability(totalWeightedProbBuildings); } // calculate the weighted prob for shrubery foreach (SpawnableObject plant in shrubery) { totalWeightedProbShrubery = plant.CalculateWeightedSpawnProbability(totalWeightedProbShrubery); } }
// Start is called before the first frame update void Awake() { steamTanks = GameObject.FindObjectsOfType <TankController>(); Random.InitState(SeedRandomGeneration.GetRandomSeed()); }
// Start is called before the first frame update void Start() { gunParent = this.gameObject.transform.Find("AA Guns"); Random.InitState(SeedRandomGeneration.GetRandomSeed()); }
// Start is called before the first frame update void Awake() { mapSpawn = GameObject.Find("MapGenerator"); objectsSpawn = GameObject.Find("Buidling Spawner"); // 1 Terrain // 2,3,4 Objects (buildings, plants, aaGuns) // 5 Enemies // enable the script in the game object one at a time // when it is done, trigger the next enable mapSpawn.GetComponent <IslandGenerator>().heightMapSettings.noiseSettings.seed = SeedRandomGeneration.GetRandomSeed(); }