コード例 #1
0
 //  Persistant Functions
 //    ----------------------------------------------------------------------------
 void Start()
 {
     seedHandler = GameObject.Find("seedHandler").GetComponent("seedHandler") as seedHandler;
     Random.seed = seedHandler.currentSeed;
     seedToModify = Random.Range (0,2048);
     Generate(false);
 }
コード例 #2
0
ファイル: planetNamer.cs プロジェクト: TheBypast/The-Bridge
 // Use this for initialization
 void Start()
 {
     seedHandler = GameObject.Find("seedHandler").GetComponent("seedHandler") as seedHandler;
     Random.seed = (int)seedHandler.getPlanetSeed();
     namePicked  = generateNavigationalInfo();
     transform.name = namePicked;
 }
コード例 #3
0
 void Start()
 {
     seedHandler = GameObject.Find("seedHandler").GetComponent("seedHandler")as seedHandler;
     Random.seed = seedHandler.currentSeed;
     createStarSystem();
 }
コード例 #4
0
 //  Persistant Functions
 //    ----------------------------------------------------------------------------
 void Start()
 {
     seedHandler = GameObject.Find("seedHandler").GetComponent("seedHandler") as seedHandler;
     Generate();
 }
コード例 #5
0
ファイル: SystemNamer.cs プロジェクト: TheBypast/The-Bridge
 // Use this for initialization
 void Start()
 {
     seedHandler = GameObject.Find("seedHandler").GetComponent("seedHandler")as seedHandler;
     updateName ();
 }
コード例 #6
0
ファイル: StarGenerator.cs プロジェクト: TheBypast/The-Bridge
    public void Start()
    {
        seedHandler = GameObject.Find("seedHandler").GetComponent("seedHandler")as seedHandler;
        Random.seed = seedHandler.currentSeed;
        Texture2D texture = new Texture2D(768, 768, TextureFormat.ARGB32, false); // Create a new 1024x1024 texture ARGB32 (32 bit with alpha) and no mipmaps
        Material skyboxMaterial = new Material (Shader.Find("Mobile/Skybox")); // Create a new material for the skybox.
        //TODO//
        /*
         * Make our own skybox shader of pretty awesome.
         *
         *
         */
        string[] skyboxTextures = new string[] {"_FrontTex", "_BackTex", "_LeftTex", "_RightTex", "_UpTex", "_DownTex"}; // The skybox textures names
        Color color; // Color that will be set for each pixel

        // Create 6 different textures to use as skybox
        for (int i = 0;i < 6; i++)
        {
            // Loop horizontally on all pixel
            for(int x = 0; x < texture.width; x++)
            {
                // Loop vertically on all pixel
                for(int y = 0; y < texture.height; y++)
                {
                    float randomValue = Random.Range (0.0f,1.0f); // Random value between 0 and 1
                    randomValue = randomValue * (galacticDistance+.1f);
                    if(randomValue < 0.00015f) // 0.1% Of the pixel are set to a grey/white pixel with varying transparency
                    {
                        float colorValue = Random.Range (0.6f,1.0f); //Random value to use as RGB value for color
                        color = new Color(colorValue,colorValue,colorValue,Random.Range (0.5f,(galacticDistance*255))); // Set the pixel to a white/grey color with variying transparency
                        texture.SetPixel(x, y, color); // Set the pixel at (x,y) coordinate as the Color in color
                    }
                    else if(randomValue < 0.00015f && x > 0 && y > 0) // 0.05% Of the pixels that aren't on the first row/column
                    {
                        float colorValue = Random.Range (0.85f,1.0f); //Random value to use as RGB value for color
                        color = new Color(colorValue,colorValue,125f,Random.Range (0.6f,(galacticDistance*255))); // Set the pixel to a yellowish color with variying transparency

                        // Set a square of 4 pixels to the current color. The 3 other pixel have been stepped on earlier so their color won't be modified afterward
                        texture.SetPixel(x, y, color);
                        texture.SetPixel(x-1, y, color);
                        texture.SetPixel(x, y-1, color);
                        texture.SetPixel(x-1, y-1, color);
                    }

                    else if(randomValue > 0.0015f && randomValue < 0.035f && x > 0 && y > 0)

                    {

                        texture.SetPixel(x, y, Color.black);
                    }
         					else if(randomValue > 0.0015f && randomValue < 0.98f) //Create nebula
                    {

                        texture.SetPixel(x, y, Color.black);
                    }

                    else
                    {
                        float colorValue = Random.Range (0.6f,1.0f); //Random value to use as RGB value for color
                        color = new Color(colorValue,colorValue,colorValue,Random.Range (0.0f,galacticDistance)); // Set the pixel to a white/grey color with variying transparency
                        texture.SetPixel(x, y, color); // Set the pixel at (x,y) coordinate as the Color in color
                    }
                }
            }

            // Apply all SetPixel calls
            texture.Apply();

            // Set the current texture on one side of the skybox
            skyboxMaterial.SetTexture(skyboxTextures[i],texture);
        }

        // Set the RenderSettings skybox to the created material
        RenderSettings.skybox = skyboxMaterial;
        starfieldHandler.RefreshStars();
    }