// Update is called once per frame void Update() { framecount++; // if ((framecount % 10 != 0 || (thingsSpawned.Count > maxToSpawnInBiome * 4)) && portal.activeInHierarchy) { return; } Random.seed = (int)(Time.deltaTime * 1000); //A Random Point in your Camera View Port Vector3 ranPt = new Vector3(Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), backCam.nearClipPlane); //The World Point you see thru camera Vector3 startpt = backCam.ViewportToWorldPoint(ranPt); //The Direction vector from Camera to start point Vector3 dir = startpt - backCam.transform.position; Vector3 pos = new Vector3(), normal = new Vector3(); if (vxe.RayCast(startpt, dir, 64, ref pos, ref normal)) { //SPAWN PORTAL:********************************************************************* //If the portal is not active, try spawning one if (!portal.activeInHierarchy) { spawnPortal(pos, 0.6f, chunkFloorPos.y); } ///SPAWNING FOR ANIMALS********************************************************************* //Convert the voxel position into a Chunk World Position Vec3Int chunkcoord = vxe.ToGrid(pos) / vxe.chunk_size; //Loads up the BiomeMap through the grid size BIOMES mybiome = biome.biomeMap [chunkcoord.x, chunkcoord.z]; //If there are too many spawns in this Biome, do not spawn more if (spawnCountInBoime [(int)mybiome] > maxToSpawnInBiome) { return; } //randomly chooses an animal to spawn int animalIndex = Random.Range(0, spawnTable [mybiome].SpawnList.Length); GameObject spawnObject = spawnTable [mybiome].SpawnList [animalIndex].gameObject; Chunks chunk = vxe.getChunkFromPt(pos); bool isSurface = vxe.isChunkASurface(DIR.DIR_UP, chunk, .65f); if (spawnTable [mybiome].SpawnList [animalIndex].sticksToWalls || isSurface) // Vector3.Dot (normal, Vector3.up) > 0.999f) { { GameObject newsphere = (GameObject)Instantiate(spawnObject, pos + normal * VoxelExtractionPointCloud.Instance.voxel_size * 0.5f, Quaternion.identity); newsphere.SetActive(true); //SimpleAI ai = newsphere.GetComponent<SimpleAI> (); thingsSpawned.Add(newsphere); //newsphere.GetComponent<GrowScript>().init(pos, normal, (Vector3.Dot (normal,Vector3.up) > 0.999f) ); spawnCountInBoime [(int)mybiome]++; } } }
IEnumerator SpawnItems() { yield return(new WaitForSeconds(5.0f)); Vector3 coords = Vector3.zero, norm = Vector3.zero; bool hitsomething = false; while (!hitsomething) { hitsomething = vxe.RayCast(camera.transform.position, Vector3.down, 64, ref coords, ref norm, 1.0f); yield return(null); } Random.seed = System.DateTime.Now.Millisecond; floorChunkY = vxe.getChunkCoords(coords).y; Vec3Int prevcc = new Vec3Int(vxe.num_chunks_x / 2, vxe.num_voxels_y / 2, vxe.num_chunks_z / 2); Vector2 prevdir = Vector2.zero; for (int s = 0; s < stages.Length; s++) { currentStage = s; ItemInfo[] items = stages[s].items; nextStage = false; for (int i = 0; i < items.Length; i++) { int biomeIndex = (int)items[i].biome; IndexStack <Vec3Int> occupiedChunks = items[i].biome == BIOMES.none ? vxe.occupiedChunks : BiomeScript.Instance.biomeOccupiedChunks[biomeIndex]; bool spawned = false; int maxdist = 3; int attempts = 0; while (!spawned) { int chunkx; int chunkz; while (true) { int count = occupiedChunks.getCount(); int period = Random.Range(0, count); Vec3Int randomCC = occupiedChunks.peek(period); chunkx = randomCC.x; chunkz = randomCC.z; bool isFarEnough = true; int start = Mathf.Max(0, prevpositions.getCount() - 3); for (int k = start; k < prevpositions.getCount(); k++) { Vec3Int pcc = prevpositions.peek(k); int dist = (chunkx - pcc.x) * (chunkx - pcc.x) + (chunkz - pcc.z) * (chunkz - pcc.z); Debug.Log(dist); if (dist < maxdist * maxdist) { isFarEnough = false; break; } } if (SpawnCount == 0 || isFarEnough) { break; } attempts++; if (attempts % 20 == 0) { if (maxdist > 1) { maxdist--; } } yield return(null); } Chunks chunk = null; for (int k = floorChunkY + range; k >= floorChunkY; k--) { chunk = vxe.grid.voxelGrid [chunkx, k, chunkz]; Chunks chunkup = vxe.grid.voxelGrid [chunkx, k + 1, chunkz]; bool isthereUp = (chunkup != null && chunkup.voxel_count > 3); if (!isthereUp && chunk != null && chunk.voxel_count > 60 && vxe.isChunkASurface(DIR.DIR_UP, chunk, 0.5f)) { Vector3 chunkBaseCoords = new Vector3(chunkx, k, chunkz) * vxe.chunk_size; for (int ox = 0; ox < vxe.chunk_size; ox++) { int x = (ox + vxe.chunk_size / 2 - 1) % vxe.chunk_size; for (int oz = 0; oz < vxe.chunk_size; oz++) { int z = (oz + vxe.chunk_size / 2 - 1) % vxe.chunk_size; for (int y = vxe.chunk_size - 1; y >= 0; y--) { Voxel vx = chunk.getVoxel(new Vec3Int(x, y, z)); if (vx.isOccupied() && vxe.voxelHasSurface(vx, VF.VX_TOP_SHOWN)) { Vector3 voxelCoords = vxe.FromGridUnTrunc(chunkBaseCoords + new Vector3(x, y, z)); if (voxelCoords.y < coords.y + items [i].minSpawnHeightOffFloor * vxe.voxel_size || voxelCoords.y > coords.y + items [i].maxSpawnHeightOffFloor * vxe.voxel_size) { continue; } GameObject newItem = (GameObject)Instantiate(items [i].item, voxelCoords + new Vector3(0, vxe.voxel_size, 0), Quaternion.identity); newItem.SetActive(true); newItem.GetComponent <VoxelParent>().chunkCoords = new Vec3Int(chunkx, k, chunkz); prevpositions.push(new Vec3Int(chunkx, 0, chunkz)); SpawnCount++; spawned = true; Debug.Log("spawned!"); canSpawn = false; goto imout; } yield return(null); } } } } } imout: if (spawned && !stages[s].allAtOnce) { while (!canSpawn) { yield return(new WaitForSeconds(1.0f)); } } else { yield return(null); } } } while (stages[s].stageWait && !nextStage) { yield return(new WaitForSeconds(1.0f)); } } }