// Use this for initialization
    void Start()
    {
        GameManager ss = mm.GetComponent <GameManager>();
        //MapGenerator tt = nn.GetComponent<MapGenerator>();
        MapGenerator tt = transform.parent.GetComponent <MapGenerator>();

        TerrainToolkit toolkit = GetComponent <TerrainToolkit>();

        toolkit.resetTerrain();
        Scene scene = SceneManager.GetActiveScene();

        switch ((int)scene.buildIndex)
        {
        case 1:
            textures        = new Texture2D[] { cliffTexture, sandTexture, grassTexture, rockTexture };
            slopeStops      = new float[] { 30.0f, 45.0f };
            heightStops     = new float[] { .025f, .05f, .06f, .07f };
            normalizeFactor = 0.02f;
            toolkit.VoronoiGenerator(com.heparo.terrain.toolkit.TerrainToolkit.FeatureType.Hills, 20, 1, 0.75f, 0.25f);
            break;

        case 3:
            textures    = new Texture2D[] { Textures[18], Textures[19], Textures[20], Textures[19] };
            slopeStops  = new float[] { 30.025f, 30.05f };
            heightStops = new float[] { .025f, .05f, .06f, .07f };
            toolkit.VoronoiGenerator(com.heparo.terrain.toolkit.TerrainToolkit.FeatureType.Plateaus, 5, 1, 0.0f, 0.25f);
            //toolkit.PerlinGenerator(2, 0.5f, 9, 1.0f);
            normalizeFactor = 0.02f;
            break;

        case 5:
            textures    = new Texture2D[] { Textures[21], Textures[21], Textures[20], Textures[21] };
            slopeStops  = new float[] { 30.025f, 30.05f };
            heightStops = new float[] { .025f, .05f, .06f, .07f };
            toolkit.VoronoiGenerator(com.heparo.terrain.toolkit.TerrainToolkit.FeatureType.Mountains, 5, 1, 0.0f, 0.25f);
            //toolkit.PerlinGenerator(2, 0.5f, 9, 1.0f);
            normalizeFactor = 0.04f;
            break;
        }

        /*********
        *       //PerlinGenerator(int frequency, float amplitude, int octaves, float blend)
        *********/
        //toolkit.PerlinGenerator(2, 0.5f, 9, 1.0f);

        /********
         * VoronoiGenerator(FeatureType featureType, int cells, float features, float scale, float blend)
         **********/

        //TextureTerrain(float[] slopeStops, float[] heightStops, Texture2D[] textures)

        toolkit.TextureTerrain(slopeStops, heightStops, textures);
        //NormaliseTerrain(float minHeight, float maxHeight, float blend)
        toolkit.NormaliseTerrain(0f, normalizeFactor, 1.0f);
        floor.BuildNavMesh();
        tt.setobj();
        ss.beginGame();
    }
예제 #2
0
 public void Generate()
 {
     //Generate the perlin terrain.
     kit.PerlinGenerator((int)Random.Range(3, 6), Random.Range(0.4f, 0.9f), Random.Range(2, 6), 1f);
     //Gives it a less smooth feel.
     kit.PerlinGenerator(4, 4, 4, 0.1f);
     //Creates arrays for stops.
     float[]     slopeStops      = new float[2];
     float[]     heightStops     = new float[4];
     Texture2D[] terrainTextures = new Texture2D[4];
     //Assigns values to the arrays.
     slopeStops[0]      = 30f; slopeStops[1] = 70f;
     heightStops[0]     = Random.Range(0.05f, 0.18f);
     heightStops[1]     = Random.Range(0.19f, 0.49f);
     heightStops[2]     = Random.Range(0.5f, 0.69f);
     heightStops[3]     = Random.Range(0.7f, 0.89f);
     terrainTextures[0] = cliffTexture;
     terrainTextures[1] = sandTexture;
     terrainTextures[2] = grassTexture;
     terrainTextures[3] = rockTexture;
     //Paints the textures.
     kit.TextureTerrain(slopeStops, heightStops, terrainTextures);
 }