// Start is called before the first frame update void Awake() { gm = GetComponent <GGManager>(); pixelValues = new bool[image.width, image.height]; for (int i = 0; i < image.width; i++) { for (int j = 0; j < image.height; j++) { if (image.GetPixel(i, j).grayscale < 0.40f) { distributionPoints.Add(new Point(new Vector3(i, 0, j), 0, 0)); } if (image.GetPixel(i, j).grayscale < 0.60f) { distributionPoints.Add(new Point(new Vector3(i, 0, j), 0, 0)); } if (image.GetPixel(i, j).grayscale < 0.80f) { distributionPoints.Add(new Point(new Vector3(i, 0, j), 0, 0)); } if (image.GetPixel(i, j).grayscale < 0.95f) { distributionPoints.Add(new Point(new Vector3(i, 0, j), 0, 0)); } } } gm.distributionPoints.AddRange(distributionPoints); }
void Start() { mL = GetComponent <MachineLearning>(); weights = GetComponent <Weights>(); fitness = GetComponent <FitnessFunction>(); onLevelCreated = gameObject.GetComponent <OnLevelCreated>(); noiseMap = GetComponent <NoiseMap>(); chiseling = GetComponent <Chiseling>(); bnm = GetComponent <BuildNavMesh>(); gg = GetComponent <GGManager>(); modules.AddRange(moduleSO.list); weights.AssignWeights(modules); //startBuilding(); for (int i = 0; i < loadScreen.list[0].transform.childCount; i++) { loadScreen.list[0].transform.GetChild(i).gameObject.SetActive(true); } //InitializeSlots(); }