예제 #1
0
 public void Awake()
 {
     meshRenderer = GetComponent <MeshRenderer>();
     if (!shape)
     {
         shape = new ShapeSettings();
     }
     terrainLayer = LayerMask.NameToLayer("Terrain");
     colourGenerator.UpdateSettings(coloursSettings);
     colourGenerator.UpdateColours();
 }
예제 #2
0
 void GenerateColors()
 {
     foreach (MeshFilter m in meshFilters)
     {
         colourGenerator.UpdateColours();
     }
 }
예제 #3
0
    // ********************************************************************** //

    void GenerateColours()
    {
        colourGenerator.UpdateColours();

        // recolour the biomes
        foreach (TerrainFace face in terrainFaces)
        {
            face.UpdateUVs(colourGenerator);
        }
    }
예제 #4
0
 public void GenerateColour()
 {
     colourGenerator.UpdateColours();
     for (int i = 0; i < 6; i++)
     {
         if (meshFilters[i].gameObject.activeSelf)
         {
             terrainFaces[i].UpdateUvs(colourGenerator);
         }
     }
 }
예제 #5
0
 private void GenerateColours()
 {
     _colourGenerator.UpdateColours();
     for (int i = 0; i < 6; i++)
     {
         if (_meshFilters[i].gameObject.activeSelf)
         {
             _terrainFaces[i].UpdateUVs(_colourGenerator);
         }
     }
 }
예제 #6
0
 private void GenerateColour()
 {
     colourGenerator.UpdateColours();
     for (var i = 0; i < 6; i++)
     {
         if (meshFilter[i].gameObject.activeSelf)
         {
             terrainFaces[i].UpdateUVs(colourGenerator);
         }
     }
 }
예제 #7
0
    // Generate colour of the meshes
    void GenerateColours()
    {
        colourGenerator.UpdateColours();

        // Run through all 6 faces
        for (int i = 0; i < 6; i++)
        {
            if (meshFilters[i].gameObject.activeSelf)
            {
                terrainFaces[i].UpdateUVs(colourGenerator);
            }
        }
    }
예제 #8
0
 void GenerateColours()
 {
     colourGenerator.UpdateColours();
     for (int i = 0; i < 6; i++)
     {
         for (int y = 0; y < divisions; y++)
         {
             for (int x = 0; x < divisions; x++)
             {
                 if (meshFilters[i * divisions * divisions + y * divisions + x].gameObject.activeSelf)
                 {
                     terrainFaces[i * divisions * divisions + y * divisions + x].UpdateUVs(colourGenerator, x, y);
                 }
             }
         }
     }
 }
예제 #9
0
 void GenerateColours()
 {
     colourGenerator.UpdateColours();
 }
예제 #10
0
 private void GenerateColours()
 {
     _colourGenerator.UpdateColours();
 }