void Awake() { ds = terrainG.GetComponent <DiamondSquareV2>(); mapScalar = ds.GetGridSize(); water = new Mesh(); water.name = "waterMesh"; GenerateMesh(); MeshFilter meshFilter = this.gameObject.AddComponent <MeshFilter>(); meshFilter.mesh = water; meshrenderer = this.gameObject.AddComponent <MeshRenderer>(); meshrenderer.material = new Material(Shader.Find("Unlit/WaterShader")); // renderer.material.SetTexture("_BumpMap", normalMap); }
void Start() { //Get the transform and DiamondSquareV2 of the terraingenerator and transform and WaterGenerator components of the water. camT = cam.GetComponent <Transform>(); wT = water.GetComponent <Transform>(); tT = terrainGenerator.GetComponent <Transform>(); ds = terrainGenerator.GetComponent <DiamondSquareV2>(); wv = water.GetComponent <Waves>(); //Generate the terrain mesh ds.GenerateMesh(); avgHeight = ds.GetAvgHeight(); tT.position = new Vector3(0f, -avgHeight, 0f); //Set the water height to the average terrain height wT.position = new Vector3(0f, 0f, 0f); //Generate the water mesh wv.GenerateMesh(); //Set player starting position and rotation player.position = new Vector3(playerStartingPos.x, playerStartingPos.y, playerStartingPos.z); player.localRotation = Quaternion.Euler(playerStartingRot); camT.localRotation = Quaternion.Euler(playerStartingPos); isLoading = false; }
// Start is called before the first frame update void Start() { dq = terrainGenerator.GetComponent <DiamondSquareV2>(); gridsize = dq.GetGridSize(); }