/// <summary> /// データ保持クラスの情報を元に、このクラスを初期化する。 /// </summary> /// <param name="dataHolder">Data holder.</param> public void InitFromDataHolder(BlockDataHolder dataHolder) { this.breakCount = dataHolder.breakCount; this.hitScore = dataHolder.hitScore; this.hitCount = 0; this.gameObject.transform.localScale = new Vector3(dataHolder.width, 1, dataHolder.height); this.controller = GameObject.Find("MainController").GetComponent <MainController>(); this.destroyer = GameObject.Find("BlockDestroyer").GetComponent <BlockDestroyer>(); //this.GetComponent<Renderer>().material = materialPrefabs [breakCount - 1]; }
private void Start() { // Load BlockData from Json BlockDataHolder BlockInJson = JsonUtility.FromJson <BlockDataHolder>(jsonFile.text); foreach (BlockData bd in BlockInJson.BlockTypeData) { bd.LoadDataTags(); bds.Add(bd); string TIDList = bd.GetTextureID(0, 0).ToString(); for (int i = 1; i < 6; i++) { TIDList = TIDList + ", " + bd.GetTextureID(i, 0); } Debug.Log("Found Block: " + bd.name + " Solid: " + bd.render + " TID: " + TIDList + " EBD: " + bd.EBT.Length); } blockdata = bds.ToArray(); // Load BiomeData from Json BiomeData BiomeInJson = JsonUtility.FromJson <BiomeData>(jsonFile2.text); int index = 0; foreach (BiomeDataSingle bd in BiomeInJson.biomedata) { Debug.Log("Found Biome: " + bd.Name + " SGH: " + bd.SolidGroundHeight + " TH: " + bd.TerrainHeight + " TS: " + bd.TerrainScale); biomedata[index, 0] = bd.SolidGroundHeight; biomedata[index, 1] = bd.TerrainHeight; biomedata[index, 2] = bd.TerrainScale; structuredata[index, 0] = bd.StructureScale; structuredata[index, 1] = bd.StructureThreshold; structuredata[index, 2] = bd.StructurePlacementScale; structuredata[index, 3] = bd.StructurePlacementThreshold; structuredata[index, 4] = bd.maxStructureHeight; structuredata[index, 5] = bd.minStructureHeight; index++; } blockdata = bds.ToArray(); // Actual Game-Stuff Random.InitState(seed); SpawnPosition = new Vector3(VoxelData.WorldSizeBlocks / 2f, VoxelData.ChunkHeight - 50, VoxelData.WorldSizeBlocks / 2f); GenerateWorld(); LastChunk = getChunkCoord(Player.position); snap.setupsnap(this); StartCoroutine(Iconset()); }