コード例 #1
0
ファイル: Generate.cs プロジェクト: Beritens/proceduralGame
 public void changeResolution(float newResolution)
 {
     voxelsPerChunk = (int)newResolution;
     resolution     = (float)voxelsPerChunk / chunkSize;
     cS             = voxelsPerChunk + overlap;
     sculp          = new sculpting(chunkSize, voxelsPerChunk, overlap, 0.3f, Player.GetComponent <materials>());
 }
コード例 #2
0
ファイル: Generate.cs プロジェクト: Beritens/proceduralGame
    void Start()
    {
        for (int i = 0; i < 10; i++)
        {
            ore oreTemp = oreTemplates[UnityEngine.Random.Range(0, oreTemplates.Length)];

            orePoint oreP = new orePoint(oreTemp.material, oreTemp.radius, new Vector3(UnityEngine.Random.Range(-40, 40), UnityEngine.Random.Range(-40, 0), UnityEngine.Random.Range(-40, 40)));
            ores.Add(oreP);
        }

        if (random)
        {
            seed = UnityEngine.Random.Range(-1000000, 1000000);
        }
        resolution = (float)voxelsPerChunk / chunkSize;
        //biomes.changeSeed(seed);
        float freq = 2 / scale / resolution;

        cS         = voxelsPerChunk + overlap;
        sculp      = new sculpting(chunkSize, voxelsPerChunk, overlap, 0.3f, materials);
        generation = new voxGeneration(cS, resolution, seed, freq);
    }