public Chunk(Vector3 pos, Material c, Material t) { chunk = new GameObject(World.BuildChunkName(pos)); chunk.transform.position = pos; if ((int)pos.y < 65) { fluid = new GameObject(World.BuildChunkName(pos) + "_F"); fluid.transform.position = pos; } else { fluid = null; } mb = chunk.AddComponent <ChunkMB>(); mb.SetOwner(this); cubeMat = c; fluidMat = t; changed = false; treesCreated = false; BuildChunk(); }
// Use this for initialization public Chunk(Vector3 position, Material c) { chunk = new GameObject(World.BuildChunkName(position)); chunk.transform.position = position; mb = chunk.AddComponent <ChunkMB>(); mb.SetOwner(this); cubeMaterial = c; BuildChunk(); }
public Chunk(Vector3 position, Material mat, Material trans) { chunk = new GameObject(World.BuildChunkName(position)); chunk.transform.position = position; fluid = new GameObject(World.BuildChunkName(position) + "_F"); fluid.transform.position = position; mb = chunk.AddComponent <ChunkMB>(); mb.SetOwner(this); cubeMaterial = mat; fluidMaterial = trans; BuildChunk(); }
/// <summary> /// Initializes a chunk by providing a position, a material for blocks and a material for partially transparent blocks. /// </summary> /// <param name="position">Position of the chunk</param> /// <param name="c">The material for the solid blocks of the chunk</param> /// <param name="t">The material for the transparent blocks of the chunk</param> public Chunk(Vector3 position, Material c, Material t) { // Create GameObjects holding the chunk's meshes chunk = new GameObject(World.BuildChunkName(position)); // solid chunk mesh, e.g. dirt blocks chunk.transform.position = position; fluid = new GameObject(World.BuildChunkName(position) + "_F"); // transparent chunk mesh, e.g. water blocks fluid.transform.position = position; mb = chunk.AddComponent <ChunkMB>(); // Adds the chunk's Monobehaviour mb.SetOwner(this); cubeMaterial = c; fluidMaterial = t; BuildChunk(); // Start building the chunk }
// Use this for initialization public Chunk(Vector3 position, Material c, Material t) { chunk = new GameObject(World.BuildChunkName(position)); chunk.transform.position = position; fluid = new GameObject(World.BuildChunkName(position) + "_F"); fluid.transform.position = position; //fluid.AddComponent<UVScroller>(); mb = chunk.AddComponent <ChunkMB>(); mb.SetOwner(this); cubeMaterial = c; fluidMaterial = t; BuildChunk(); }
public Chunk(Vector3 position, Material chunkMat, Material fluidMat) { chunk = new GameObject(World.BuildChunkName(position)); chunk.transform.position = position; fluid = new GameObject(World.BuildChunkName(position) + "_F"); fluid.transform.position = position; chunkMB = chunk.AddComponent <ChunkMB>(); chunkMB.SetOwner(this); chunkMaterial = chunkMat; fluidMaterial = fluidMat; BuildChunk(); }
// Use this for initialization public Chunk (Vector3 position, Material c, Material t) { chunk = new GameObject (World.BuildChunkName(position)); /*var newFlags = StaticEditorFlags.LightmapStatic | StaticEditorFlags.OccluderStatic | StaticEditorFlags.OccludeeStatic | StaticEditorFlags.BatchingStatic | StaticEditorFlags.NavigationStatic | StaticEditorFlags.OffMeshLinkGeneration; GameObjectUtility.SetStaticEditorFlags (chunk, newFlags); GameObjectUtility.SetStaticEditorFlags (chunk, GameObjectUtility.GetStaticEditorFlags (chunk) | StaticEditorFlags.NavigationStatic); */ chunk.transform.position = position; fluid = new GameObject (World.BuildChunkName(position) + "_F"); fluid.transform.position = position; mb = chunk.AddComponent<ChunkMB> (); fluid.gameObject.tag = "Water"; (fluid.gameObject.AddComponent<NavMeshObstacle> ()).carving=true; //meshSurface = chunk.AddComponent<NavMeshSurface>(); mb.SetOwner (this); cubeMaterial = c; fluidMaterial = t; BuildChunk (); }