//float g; //float b; // Use this for initialization void Start() { //randomImage (); mainCamera = GameObject.Find("Main Camera"); playerScript = mainCamera.GetComponent<CreateBlocks>(); StartCoroutine(WaitOneSecond()); }
// Use this for initialization void Start() { hl = GameObject.FindGameObjectWithTag("effect").GetComponent <Heallight>(); sctu = GameObject.Find("CoinShooter").GetComponent <SootingCoinsToUI>(); pb = GameObject.Find("PauseButton").GetComponent <PauseButton>(); cl = GameObject.Find("ColForStation").GetComponent <ColforLand>(); sb = GameObject.Find("SaveButton").GetComponent <SaveButton>(); ewb = GameObject.Find("ExitWButton").GetComponent <ExitWButton>(); cb = GameObject.Find("MazeCreator").GetComponent <CreateBlocks>(); }
// assumes that InitializeBlocks has been called first // blocks should be in a 1D array public int setBlocks(NativeArray <int> blockIndices, int cx, int cy) { // set up and run noise function var perlin = new CalculatePerlin { heightMap = noise, permutation = this.permutation, randomArray = this.randomArray, dimensions = NoiseAlgorithm.DIMENSIONS, permSize = NoiseAlgorithm.PERM_SIZE, width = this.width, height = this.depth, xOffset = this.xOffset, yOffset = this.yOffset, zOffset = 0, positionX = cx, positionZ = cy, scale = this.scale, octaves = this.octaves, frequency = this.frequency, amplitude = this.amplitude, lacunarity = this.lacunarity, gain = this.gain, }; var perlinJob = perlin.Schedule(width * depth, 64); perlinJob.Complete(); // normalize all those values var normalize = new NormalizePerlin { heightMap = noise, }; var normalizeJob = normalize.Schedule(width * depth, 64); normalizeJob.Complete(); // make a job to set all the block indices var blockCreation = new CreateBlocks { width = width, height = height, depth = depth, maxHeight = maxHeight, seaLevel = seaLevel, noise = noise, blockIndices = blockIndices, }; var blockCreationJob = blockCreation.Schedule(width * depth * height, 64); blockCreationJob.Complete(); // return a summation of real (not air) blocks in the the list after // terrain creation int solidBlocks = 0; for (int i = 0; i < blockIndices.Length; i++) { if (blockIndices[i] != (int)BlockTypes.Air) { solidBlocks++; } } return(solidBlocks); }
// Use this for initialization void Start() { CB = GameObject.Find("MazeCreator").GetComponent <CreateBlocks>(); StartCoroutine(StartLoad("Ingame")); }
// Use this for initialization void Start() { mainCamera = GameObject.Find("Main Camera"); playerScript = mainCamera.GetComponent<CreateBlocks>(); scr = GameObject.Find ("P1Score").GetComponent<Text>(); txt = GetComponent<Text>(); }
// Use this for initialization void Start() { CB = GameObject.Find("Main Camera").GetComponent <CreateBlocks>(); }