예제 #1
0
    /*
     *	Funcion: getHeightmapUrl()
     *
     *	Devuelve la ruta en el filesystem del mapa de alturas dado por <hm>.
     */
    string getHeightmapUrl(Heightmaps hm)
    {
        switch (hm)
        {
        case Heightmaps.Canyon:
            return("/Resources/maps/hm5.png");

        case Heightmaps.Hills:
            return("/Resources/maps/hm3.png");

        case Heightmaps.Pool:
            return("/Resources/maps/hm1.png");

        case Heightmaps.Playground:
            return("/Resources/maps/hm8.png");

        case Heightmaps.prueba:
            return("/Resources/maps/hm2.png");

        case Heightmaps.test:
            return("/Resources/maps/hm5_200.png");

        default:
            return("/Resources/maps/hm2.png");
        }
    }
예제 #2
0
        protected override YAMLMappingNode ExportYAMLRoot(IExportContainer container)
        {
            YAMLMappingNode node = base.ExportYAMLRoot(container);

            node.Add(MeshDataName, MeshData.ExportYAML());
            node.Add(HeightmapsName, Heightmaps.ExportYAML(container));
            return(node);
        }
예제 #3
0
        protected override YAMLMappingNode ExportYAMLRoot(IExportContainer container)
        {
            YAMLMappingNode node = base.ExportYAMLRoot(container);

            node.InsertSerializedVersion(ToSerializedVersion(container.ExportVersion));
            node.Add(NavMeshTilesName, NavMeshTiles.ExportYAML(container));
            node.Add(NavMeshBuildSettingsName, GetExportNavMeshBuildSettings(container.Version).ExportYAML(container));
            node.Add(HeightmapsName, Heightmaps.ExportYAML(container));
            node.Add(HeightMeshesName, HeightMeshes.ExportYAML(container));
            node.Add(OffMeshLinksName, OffMeshLinks.ExportYAML(container));
            node.Add(SourceBoundsName, SourceBounds.ExportYAML(container));
            node.Add(RotationName, GetExportRotation(container.Version).ExportYAML(container));
            node.Add(PositionName, Position.ExportYAML(container));
            node.Add(AgentTypeIDName, AgentTypeID);
            return(node);
        }
예제 #4
0
        protected override YAMLMappingNode ExportYAMLRoot(IExportContainer container)
        {
            YAMLMappingNode node = base.ExportYAMLRoot(container);

            node.InsertSerializedVersion(GetSerializedVersion(container.Version));
            node.Add("m_NavMeshTiles", NavMeshTiles.ExportYAML(container));
            node.Add("m_NavMeshBuildSettings", GetExportNavMeshBuildSettings(container.Version).ExportYAML(container));
            node.Add("m_Heightmaps", Heightmaps.ExportYAML(container));
            node.Add("m_HeightMeshes", HeightMeshes.ExportYAML(container));
            node.Add("m_OffMeshLinks", OffMeshLinks.ExportYAML(container));
            node.Add("m_SourceBounds", SourceBounds.ExportYAML(container));
            node.Add("m_Rotation", GetExportRotation(container.Version).ExportYAML(container));
            node.Add("m_Position", Position.ExportYAML(container));
            node.Add("m_AgentTypeID", AgentTypeID);
            return(node);
        }
예제 #5
0
        protected override YAMLMappingNode ExportYAMLRoot(IAssetsExporter exporter)
        {
#warning TODO: values acording to read version (current 2017.3.0f3)
            YAMLMappingNode node = base.ExportYAMLRoot(exporter);
            node.InsertSerializedVersion(GetSerializedVersion(exporter.Version));
            node.Add("m_NavMeshTiles", NavMeshTiles.ExportYAML(exporter));
            node.Add("m_NavMeshBuildSettings", NavMeshBuildSettings.ExportYAML(exporter));
            node.Add("m_Heightmaps", Heightmaps.ExportYAML(exporter));
            node.Add("m_HeightMeshes", HeightMeshes.ExportYAML(exporter));
            node.Add("m_OffMeshLinks", OffMeshLinks.ExportYAML(exporter));
            node.Add("m_SourceBounds", SourceBounds.ExportYAML(exporter));
            node.Add("m_Rotation", Rotation.ExportYAML(exporter));
            node.Add("m_Position", Position.ExportYAML(exporter));
            node.Add("m_AgentTypeID", AgentTypeID);
            return(node);
        }
예제 #6
0
 /*
  *	Funcion: getHeightmapUrl()
  *
  *	Devuelve la ruta en el filesystem del mapa de alturas dado por <hm>.
  */
 string getHeightmapUrl(Heightmaps hm)
 {
     switch (hm) {
         case Heightmaps.Canyon:
             return "/Resources/maps/hm5.png";
         case Heightmaps.Hills:
             return "/Resources/maps/hm3.png";
         case Heightmaps.Pool:
             return "/Resources/maps/hm1.png";
         case Heightmaps.Playground:
             return "/Resources/maps/hm8.png";
         case Heightmaps.prueba:
             return "/Resources/maps/hm2.png";
         case Heightmaps.test:
         return "/Resources/maps/hm5_200.png";
         default:
             return "/Resources/maps/hm2.png";
     }
 }
예제 #7
0
    /*
     *	Funcion: Start()
     *
     *	En Unity, la funcion Start() de cualquier script que herede de MonoBehaviour se ejecuta automaticamente al inicio del programa.
     *
     *	-Guarda el mapa de alturas seleccionado como dato persistente, para que permanezca a traves del cambio de escenas desde "inicio"
     *   hasta "simulacion"
     *  -Carga el mapa de alturas seleccionado.
     *  -Carga e inicializa el renderer y el espacio de simulacion.
     */
    void Start()
    {
        controlador = this;

        if (PersistentData.GlobalData != null && PersistentData.GlobalData.heightmapSelected)
        {
            heightmap = PersistentData.GlobalData.heightmap;
        }

        map_loader = new MapLoader(tamano_y, tamano_x, tamano_z, getHeightmapUrl(heightmap));

        esp_renderer = GameObject.Find("Renderer").GetComponent <EspRenderer> ();
        esp_renderer.inicializarScheduledCells();

        Espacio esp = new Espacio(tamano_x, tamano_y, tamano_z, sensibilidad);

        espacio.rend = esp_renderer;
        esp_renderer.inicializar(espacio);

        //GameObject combinedTerrainObj = Instantiate(Resources.Load("CeldaTerreno", typeof(GameObject))) as GameObject;
        //esp_renderer.CombineTerrain(combinedTerrainObj);
    }
예제 #8
0
    /*
     *	Funcion: Start()
     *
     *	En Unity, la funcion Start() de cualquier script que herede de MonoBehaviour se ejecuta automaticamente al inicio del programa.
     *
     *	-Guarda el mapa de alturas seleccionado como dato persistente, para que permanezca a traves del cambio de escenas desde "inicio"
     * 	 hasta "simulacion"
     * 	-Carga el mapa de alturas seleccionado.
     *  -Carga e inicializa el renderer y el espacio de simulacion.
     */
    void Start()
    {
        controlador = this;

        if (PersistentData.GlobalData != null && PersistentData.GlobalData.heightmapSelected) {
            heightmap = PersistentData.GlobalData.heightmap;
        }

        map_loader = new MapLoader (tamano_y, tamano_x, tamano_z, getHeightmapUrl(heightmap));

        esp_renderer = GameObject.Find ("Renderer").GetComponent<EspRenderer> ();
        esp_renderer.inicializarScheduledCells ();

        Espacio esp = new Espacio(tamano_x, tamano_y, tamano_z, sensibilidad);

        espacio.rend = esp_renderer;
        esp_renderer.inicializar (espacio);

            //GameObject combinedTerrainObj = Instantiate(Resources.Load("CeldaTerreno", typeof(GameObject))) as GameObject;
            //esp_renderer.CombineTerrain(combinedTerrainObj);
    }