public IEnumerable <BlockPlacement> GetBlocks() { for (int x = 0; x < width; x++) { for (int z = 0; z < height; z++) { float a = x / smoothing; float b = z / smoothing; int h = (int)(Mathf.PerlinNoise(a, b) * amplitude); for (int y = -5; y <= h; y++) { var place = new BlockPlacement { Position = new BlockPosition(x, y, z), BlockID = (ushort)(y == h ? 2 : 3), }; yield return(place); } for (int y = h + 1; y <= (int)amplitude + 5; y++) { var place = new BlockPlacement { Position = new BlockPosition(x, y, z), BlockID = BlockType.AIR, }; yield return(place); } } } }
// Start is called before the first frame update void Start() { this.UIChatText = GameObject.Find("UIChatText"); this.UIChatInput = GameObject.Find("UIChatInput"); this.chatText = GameObject.Find("ChatText").GetComponent <UnityEngine.UI.Text>(); this.inputField = GameObject.Find("InputField").GetComponent <UnityEngine.UI.InputField>(); this.blockPlacementInstance = ownPlayer.GetComponent <BlockPlacement>(); this.lastPosition = ownPlayer.transform.position; this.pingTimer = System.Environment.TickCount; b.AppendLine(chatText.text); }
private void Awake() { instance = this; cubeCast = GetComponent <CubeCast>(); previewCast = GetComponent <PreviewCast>(); }