Пример #1
0
    void Start()
    {
        if (debug)
        {
            Debug.Log("Starting map generation...");
        }

        waveSpawner = hostileSpawner.GetComponent <WaveSpawner> ();
        chunkHolder.transform.position = new Vector3(-chunkDiameter / 2, 0, -chunkDiameter / 2);
        seedGen = new System.Random();

        biomeNoiseInterval = 1 / biomeList.Count;
        biomeNoiseTopRange = new float[biomeList.Count];

        for (int i = 0; i < biomeList.Count; i++)
        {
            biomeNoiseTopRange [i] = biomeNoiseInterval + biomeNoiseInterval * i;
        }

        biomePrefabs = biomeList [seedGen.Next(0, biomeList.Count)];

        if (biomePrefabs != null)
        {
            GenerateMap();
            perlinSeed = seedGen.Next(arrDimensions);
            GenerateChunk(0, 0);
            chunkHolder.GetComponent <ChunkHolder> ().UpdateChunksAroundPlayer(2);
        }
    }
Пример #2
0
    void Start()
    {
        if (debug)
        {
            Debug.Log("Starting map generation...");
        }

        waveSpawner = hostileSpawner.GetComponent <WaveSpawner> ();
        chunkHolder.transform.position = new Vector3(-chunkDiameter / 2, 0, -chunkDiameter / 2);
        biomePrefabs = biome.GetComponent <BiomePrefabs> ();
        seedGen      = new System.Random();

        if (biomePrefabs != null)
        {
            GenerateMap();
            GenerateChunk(0, 0);
            chunkHolder.GetComponent <ChunkHolder> ().UpdateChunksAroundPlayer(2);
        }
    }
Пример #3
0
    void SelectBiome(float perlinNoise)
    {
        for (int i = 0; i < biomeList.Count; i++)
        {
            if (perlinNoise < biomeNoiseTopRange [i])
            {
                biomePrefabs = biomeList [i];
                return;
            }
        }

        if (perlinNoise > 0.5)
        {
            biomePrefabs = biomeList [0];
        }
        else
        {
            biomePrefabs = biomeList [1];
        }
    }