private void DoWorldGenInitialize() { SettingLevel currentQualitySetting = CustomGameSettings.Instance.GetCurrentQualitySetting(CustomGameSettingConfigs.World); SettingLevel currentQualitySetting2 = CustomGameSettings.Instance.GetCurrentQualitySetting(CustomGameSettingConfigs.WorldgenSeed); seed = int.Parse(currentQualitySetting2.id); List <string> randomTraits = SettingsCache.GetRandomTraits(seed); worldGen = new WorldGen(currentQualitySetting.id, randomTraits); Vector2I worldsize = worldGen.Settings.world.worldsize; GridSettings.Reset(worldsize.x, worldsize.y); worldGen.Initialise(UpdateProgress, OnError, seed, seed, seed, seed); firstPassGeneration = true; worldGen.GenerateOfflineThreaded(); }
private List <AsteroidDescriptor> GenerateTraitDescriptors() { List <AsteroidDescriptor> list = new List <AsteroidDescriptor>(); if (!world.disableWorldTraits) { List <string> randomTraits = SettingsCache.GetRandomTraits(seed); { foreach (string item in randomTraits) { WorldTrait cachedTrait = SettingsCache.GetCachedTrait(item); list.Add(new AsteroidDescriptor(string.Format("<color=#{1}>{0}</color>", Strings.Get(cachedTrait.name), cachedTrait.colorHex), Strings.Get(cachedTrait.description), null)); } return(list); } } list.Add(new AsteroidDescriptor(WORLD_TRAITS.NO_TRAITS.NAME, WORLD_TRAITS.NO_TRAITS.DESCRIPTION, null)); return(list); }