public Grass2IntensityMapGenerator( HabitatToGrassIntensityMapGenerator habitatToGrassIntensityMapGenerator, HabitatTexturesGenerator habitatTexturesGenerator, Grass2IntensityMapGeneratorConfiguration configuration, PathProximityTextureDbProxy pathProximityTextureDb) { _habitatToGrassIntensityMapGenerator = habitatToGrassIntensityMapGenerator; _habitatTexturesGenerator = habitatTexturesGenerator; _configuration = configuration; _pathProximityTextureDb = pathProximityTextureDb; }
private RoadEngravingTerrainFeatureApplier CreateRoadEngravingFeatureApplier() { PathProximityTextureDbProxy pathProximityDb = _gameInitializationFields.Retrive <PathProximityTextureDbProxy>(); RoadEngraver.RoadEngraverConfiguration roadEngraverConfiguration = _configuration.RoadEngraverConfiguration; RoadEngraver roadEngraver = new RoadEngraver(_gameInitializationFields.Retrive <ComputeShaderContainerGameObject>(), _gameInitializationFields.Retrive <UnityThreadComputeShaderExecutorObject>(), roadEngraverConfiguration); RoadEngravingTerrainFeatureApplierConfiguration roadEngravingTerrainFetureApplierConfiguration = _configuration.RoadEngravingTerrainFetureApplierConfiguration; return(new RoadEngravingTerrainFeatureApplier(pathProximityDb, roadEngraver, roadEngravingTerrainFetureApplierConfiguration)); }
public void CreatePathProximityTextureDb() { var roadDatabaseProxy = new RoadDatabaseProxy(new RoadDatabase(_configuration.RoadDatabasePath)); _updatableContainer.AddOtherThreadProxy(roadDatabaseProxy); _gameInitializationFields.SetField(roadDatabaseProxy); PathProximityTextureGenerator proximityTextureGenerator = new PathProximityTextureGenerator( _gameInitializationFields.Retrive <TextureConcieverUTProxy>(), _configuration.PathProximityTextureGeneratorConfiguration); PathProximityArrayGenerator proximityArrayGenerator = new PathProximityArrayGenerator( _configuration.PathProximityArrayGeneratorConfiguration); var pathProximityTextureDbProxy = new PathProximityTextureDbProxy(new SpatialDb <TextureWithSize>( new PathProximityTexturesProvider(roadDatabaseProxy, proximityTextureGenerator, proximityArrayGenerator, _configuration.PathProximityTextureProviderConfiguration), _configuration.PathProximityTextureDatabaseConfiguration )); _gameInitializationFields.SetField(pathProximityTextureDbProxy); _updatableContainer.AddOtherThreadProxy(pathProximityTextureDbProxy); }