/// <summary> /// Queue up am entire starting island for generation /// </summary> void generateStartingIsland() { Island island = world.createNewIsland(new Coordinate(0, 0, 0)); startingLevel = island; /*Coordinate chunkColumnLocation = new Coordinate(0, 0); * // queue up generation for all the chunk data for the island * for (chunkColumnLocation.x = 0; chunkColumnLocation.x < island.widthInChunks; chunkColumnLocation.x++) { * for (chunkColumnLocation.z = 0; chunkColumnLocation.z < island.depthInChunks; chunkColumnLocation.z++) { * ThreadedJob generationJob = island.queueChunkForGeneration(chunkColumnLocation); * if (generationJob != null) { * genJobQueue.Add(generationJob); * } * } * }*/ island.generateAllChunks(); // create the island world object and set player one's current renderer to it's GameObject startingIslandObject = Instantiate(islandObject, island.location.vec3 * World.WORLD_NEXUS_LENGTH * World.BLOCK_SIZE, new Quaternion(), transform); IslandRenderer islandRenderer = startingIslandObject.GetComponent <IslandRenderer>(); islandRenderer.initialize(island); playerObject.GetComponent <PlayerController>().currentRenderer = islandRenderer; // queue the chunks around the player for rendering world.playerOne.updateLevel(startingLevel); //islandRenderer.renderAroundPlayer(world.playerOne); islandRenderer.setChunkActive = false; islandRenderer.renderAll(); islandRenderer.activateAroundPlayer(world.playerOne); }
void createStartingIsland() { Island island = world.createNewIsland(new Coordinate(0, 0, 0)); GameObject startingIsland = Instantiate(islandObject, island.location.vec3 * World.WORLD_NEXUS_LENGTH * World.BLOCK_SIZE, new Quaternion(), transform); IslandRenderer islandRenderer = startingIsland.GetComponent <IslandRenderer>(); islandRenderer.initialize(island); playerObject.GetComponent <PlayerController>().currentRenderer = islandRenderer; Player player1 = world.players[0]; player1.updateLevel(island); islandRenderer.renderAroundPlayer(player1); }