void Start() { EventBus.instance.onBuildingInitiated += StartBuildingProcess; prototypingUI.SetActive(false); state = BuildingState.READY_FOR_BUILDING; inputManager = InputManagerFatory.GetDefaultManager(); }
// Start is called before the first frame update void Start() { inputManager = InputManagerFatory.GetDefaultManager(); referenceTerrain = FindObjectOfType <Terrain>(); data = new TerrainData(); data.heightmapResolution = GlobalConstants.CHUNK_RESOLUTION; data.size = new Vector3(GlobalConstants.CHUNK_SIZE, GlobalConstants.CHUNK_HEIGHT, GlobalConstants.CHUNK_SIZE); referenceTerrain.terrainData = data; //OnTerrainLoaded(100, 100, GetHeights()); //GenerateRandomTerrain(); //EventBus.instance.TerrainGenerationFinished(heights); EventBus.instance.onTerrainLoadingComplete += OnWorldChunkLoaded; }
private void FinishTerrainGeneration() { var serverChunks = GetServerChunks(centralCell.x, centralCell.y); FillBigChunkHeights(serverChunks); // chunk 0;0 will be at the origin var x = (centralCell.x - 1) * GlobalConstants.CHUNK_SIZE / 3.0f; var y = (centralCell.y - 1) * GlobalConstants.CHUNK_SIZE / 3.0f; ConfigureTerrainComponent(x, y, bigChunkData); var cameraPos = InputManagerFatory.GetDefaultManager().InitCameraPosition(); var chunkPos = Utility.ToChunkPos(cameraPos); cameraCell = chunkPos; terrainLoaded = true; EventBus.instance.TerrainGenerationFinished(serverChunks); EventBus.instance.CloseLoadingDialog(); }
void Start() { inputManager = InputManagerFatory.GetDefaultManager(); }