public OCTerrainGenerator(OpenCog.Map.OCMap map) { this.map = map; Debug.Log("OCTerrainGenerator is getting the BlockSet from the Map."); OpenCog.BlockSet.OCBlockSet blockSet = map.GetBlockSet(); Debug.Log("BlockSet retrieved..."); water = blockSet.GetBlock("Water"); grass = blockSet.GetBlock("Grass"); if (grass == null) { Debug.Log("We have no Grass! :("); for (int i = 0; i < blockSet.Blocks.Length; i++) { Debug.Log("But we have " + blockSet.Blocks[i].GetName()); } } dirt = blockSet.GetBlock("Dirt"); sand = blockSet.GetBlock("Sand"); stone = blockSet.GetBlock("Stone"); snow = blockSet.GetBlock("Snow"); ice = blockSet.GetBlock("Ice"); }
//--------------------------------------------------------------------------- #endregion //--------------------------------------------------------------------------- #region Accessors and Mutators //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- #endregion //--------------------------------------------------------------------------- #region Public Member Functions //--------------------------------------------------------------------------- public void Awake() { OpenCog.Map.OCMap map = (OpenCog.Map.OCMap)GameObject.FindObjectOfType(typeof(OpenCog.Map.OCMap)); _blockSet = map.GetBlockSet(); _player = GameObject.FindGameObjectWithTag("Player"); _builder = (OpenCog.Builder.OCBuilder)_player.GetComponent <OpenCog.Builder.OCBuilder>(); }
public static OCChunkRenderer CreateChunkRenderer(Vector3i pos, OpenCog.Map.OCMap map, OCChunk chunk) { UnityEngine.GameObject go = new UnityEngine.GameObject("(" + pos.x + " " + pos.y + " " + pos.z + ")", typeof(UnityEngine.MeshFilter), typeof(UnityEngine.MeshRenderer), typeof(OpenCog.Map.OCChunkRenderer)); go.transform.parent = map.transform; go.transform.localPosition = new UnityEngine.Vector3(pos.x * OpenCog.Map.OCChunk.SIZE_X, pos.y * OpenCog.Map.OCChunk.SIZE_Y, pos.z * OpenCog.Map.OCChunk.SIZE_Z); go.transform.localRotation = UnityEngine.Quaternion.identity; go.transform.localScale = UnityEngine.Vector3.one; OCChunkRenderer chunkRenderer = go.GetComponent <OCChunkRenderer>(); chunkRenderer.BlockSet = map.GetBlockSet(); chunkRenderer.Chunk = chunk; go.renderer.castShadows = false; go.renderer.receiveShadows = false; return(chunkRenderer); }