コード例 #1
0
    private static async Task GenerateFloraAsync(World world, Vector pos, DecoratorFeatures features, TerrainNoise noise)
    {
        foreach (var(flora, index) in features.Flora.Select((value, i) => (value, i)))
        {
            if (flora.Frequency == 0)
            {
                continue;
            }
            var floraInstance = Activator.CreateInstance(flora.FloraType, world) as BaseFlora;
            if (floraInstance is null)
            {
                continue;
            }

            var  noiseVal = noise.Decoration(pos.X, -33 + (index * 22), pos.Z);
            var  freq     = flora.Frequency / 200.0;
            bool isFlora  = noiseVal > 0.9 && noiseVal <= freq + 0.9;
            if (!isFlora)
            {
                continue;
            }

            await floraInstance.GenerateFloraAsync(pos, noise.settings.Seed, flora.Radius, flora.Density);
        }
    }
コード例 #2
0
        private static void GenerateTrees(World world, Vector pos, DecoratorFeatures features, TerrainNoise noise)
        {
            foreach (var(tree, index) in features.Trees.Select((value, i) => (value, i)))
            {
                if (tree.Frequency == 0)
                {
                    continue;
                }
                var treeInstance = Activator.CreateInstance(tree.TreeType, world) as BaseTree;

                // Use a different noisemap for each tree type by setting another Y value.
                var  noiseVal = noise.Decoration(pos.X, -45 + (index * 10), pos.Z);
                var  freq     = tree.Frequency / 100.0;
                bool isTree   = noiseVal > 0.8 && noiseVal <= freq + 0.8;
                if (!isTree)
                {
                    continue;
                }

                int heightVariance = (int)(((noiseVal - 0.8) * 100) - (freq / 2));
                GrowTree(pos, treeInstance, heightVariance);
            }
        }