예제 #1
0
    public void DrawMapInEditor()
    {
        MapData mapData = GenerateMapData(new Vector2(0, 0));        //pass the position zero

        MapDisplayBehaviour display = FindObjectOfType <MapDisplayBehaviour> ();

        if (Mode == DrawMode.NoiseMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromHeightMap(mapData.HeightMap));
        }
        if (Mode == DrawMode.ColorMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromColorMap(mapData.ColorMap, MAP_CHUNK_SIZE,
                                                                     MAP_CHUNK_SIZE));
        }
        if (Mode == DrawMode.Mesh)
        {
            display.DrawMesh(MeshGenerator.GenerateTerrainMesh(mapData.HeightMap, MeshHeightMultiplier,
                                                               MeshHeightCurve, EditorPreviewLOD),
                             TextureGenerator.TextureFromColorMap(mapData.ColorMap, MAP_CHUNK_SIZE, MAP_CHUNK_SIZE));
        }
        if (Mode == DrawMode.FalloffMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromHeightMap(
                                    FallofGenerator.GenerateFalloffMap(MAP_CHUNK_SIZE)));
        }
    }
예제 #2
0
    public void GenerateMap()
    {
        float[,] noiseMap = Noise.GenerateNoiseMap(MapWidth, MapHeight, NoiseScale);

        MapDisplayBehaviour display = FindObjectOfType <MapDisplayBehaviour> ();

        display.DrawNoiseMap(noiseMap);
    }
예제 #3
0
    public void GenerateMap()
    {
        float[,] noiseMap = Noise.GenerateNoiseMap(MapWidth, MapHeight, Seed, NoiseScale,
                                                   OctavesNumber, Persistance, Lacunarity,
                                                   Offset);

        MapDisplayBehaviour display = FindObjectOfType <MapDisplayBehaviour> ();

        display.DrawNoiseMap(noiseMap);
    }
예제 #4
0
    public void GenerateMap()
    {
        float[,] noiseMap = Noise.GenerateNoiseMap(MAP_CHUNCK_SIZE, MAP_CHUNCK_SIZE, Seed, NoiseScale,
                                                   OctavesNumber, Persistance, Lacunarity,
                                                   Offset);

        //Store the colors in respect of the Map height
        Color[] colorMap = new Color[MAP_CHUNCK_SIZE * MAP_CHUNCK_SIZE];

        //
        for (int y = 0; y < MAP_CHUNCK_SIZE; y++)
        {
            for (int x = 0; x < MAP_CHUNCK_SIZE; x++)
            {
                float currentHeight = noiseMap[x, y];
                for (int i = 0; i < Regions.Length; i++)
                {
                    if (currentHeight <= Regions[i].Height)
                    {
                        colorMap [y * MAP_CHUNCK_SIZE + x] = Regions [i].TerrainColor;
                        break;                        //no need to
                    }
                }
            }
        }

        MapDisplayBehaviour display = FindObjectOfType <MapDisplayBehaviour> ();

        if (Mode == DrawMode.NoiseMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromHeightMap(noiseMap));
        }
        if (Mode == DrawMode.ColorMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromColorMap(colorMap, MAP_CHUNCK_SIZE,
                                                                     MAP_CHUNCK_SIZE));
        }
        if (Mode == DrawMode.Mesh)
        {
            display.DrawMesh(
                MeshGenerator.GenerateTerrainMesh(noiseMap, MeshHeightMultiplier, MeshHeightCurve,
                                                  LevelOfDetail),
                TextureGenerator.TextureFromColorMap(colorMap, MAP_CHUNCK_SIZE, MAP_CHUNCK_SIZE));
        }
    }
예제 #5
0
	public void DrawMapInEditor ()
	{
		MapData mapData = GenerateMapData (new Vector2(0,0));//pass the position zero

		MapDisplayBehaviour display = FindObjectOfType<MapDisplayBehaviour> ();
		if (Mode == DrawMode.NoiseMap) {
			display.DrawTexture (TextureGenerator.TextureFromHeightMap (mapData.HeightMap));
		}
		if (Mode == DrawMode.Mesh) {
			display.DrawMesh (MeshGenerator.GenerateTerrainMesh (mapData.HeightMap, 
				terrainData.MeshHeightMultiplier, terrainData.MeshHeightCurve, EditorPreviewLOD, 
				terrainData.UseFlatShading));
		}
		if (Mode == DrawMode.FalloffMap) {
			display.DrawTexture (TextureGenerator.TextureFromHeightMap (
				FallofGenerator.GenerateFalloffMap (MapChunkSize)));
		}
	}
예제 #6
0
    public void DrawMapInEditor()
    {
        MapData mapData = GenerateMapData();

        MapDisplayBehaviour display = FindObjectOfType <MapDisplayBehaviour> ();

        if (Mode == DrawMode.NoiseMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromHeightMap(mapData.HeightMap));
        }
        if (Mode == DrawMode.ColorMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromColorMap(mapData.ColorMap, MAP_CHUNK_SIZE,
                                                                     MAP_CHUNK_SIZE));
        }
        if (Mode == DrawMode.Mesh)
        {
            display.DrawMesh(MeshGenerator.GenerateTerrainMesh(mapData.HeightMap, MeshHeightMultiplier,
                                                               MeshHeightCurve, LevelOfDetail),
                             TextureGenerator.TextureFromColorMap(mapData.ColorMap, MAP_CHUNK_SIZE, MAP_CHUNK_SIZE));
        }
    }
예제 #7
0
    public void GenerateMap()
    {
        float[,] noiseMap = Noise.GenerateNoiseMap(MapWidth, MapHeight, Seed, NoiseScale,
                                                   OctavesNumber, Persistance, Lacunarity,
                                                   Offset);

        //Store the colors in respect of the Map height
        Color[] colorMap = new Color[MapWidth * MapHeight];

        //
        for (int y = 0; y < MapHeight; y++)
        {
            for (int x = 0; x < MapWidth; x++)
            {
                float currentHeight = noiseMap[x, y];
                for (int i = 0; i < Regions.Length; i++)
                {
                    if (currentHeight <= Regions[i].Height)
                    {
                        colorMap [y * MapWidth + x] = Regions [i].TerrainColor;
                        break;                        //no need to
                    }
                }
            }
        }

        MapDisplayBehaviour display = FindObjectOfType <MapDisplayBehaviour> ();

        if (Mode == DrawMode.NoiseMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromHeightMap(noiseMap));
        }
        if (Mode == DrawMode.ColorMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromColorMap(colorMap, MapWidth, MapHeight));
        }
    }