// Use this for initialization void Start() { for (int i = 0; i < (int)Terrain.Count; i++) { TerrainAssets[i] = new TerrainAsset(); TerrainAssets[i].Sprite = TerrainSprites[i]; TerrainAssets[i].Terrain = (Terrain)i; } }
public override void Initialize(ContentManager contentLoader, ComponentManifest manifest) { TerrainAsset = contentLoader.Load <Terrain>((string)(manifest.Properties[ManifestKeys.TERRAIN])); Heights = TerrainAsset.GetGeometry(); EffectRegistry.Add(TerrainAsset.Effect, (RenderOptions)(TerrainAsset.Tag)); mDefaultMaterial = new EffectApplication(TerrainAsset.Effect, RenderStatePresets.Default); mDefaultMaterial.AddParamSetter(new CommonParamSetter()); mDefaultMaterial.AddParamSetter(new ShadowParamSetter()); mDefaultMaterial.AddParamSetter(new HDRLightParamSetter()); mDefaultMaterial.AddParamSetter(new FogParamSetter()); mDepthOnlyMaterial = new EffectApplication(EffectRegistry.DepthOnlyFx, RenderStatePresets.Default); mDepthOnlyMaterial.AddParamSetter(new WorldViewProjParamSetter()); base.Initialize(contentLoader, manifest); }