public GameObject desertBiome(int xIndex, int yIndex) { desertAmbient.Play(); Biome biome = new Biome(); GameObject terrain = Instantiate( terrainTilePrefab, new Vector3(terrainSize.x * xIndex, terrainSize.y, terrainSize.z * yIndex), Quaternion.identity ); terrain.name = TrimEnd(terrain.name, "(Clone)") + " [" + xIndex + " , " + yIndex + "]"; terrianControl.terrainTiles.Add(new Vector2(xIndex, yIndex), terrain); // Debug.Log("Hill Biome"); GenerateMeshSimple gm = terrain.GetComponent <GenerateMeshSimple>(); gm.TerrainSize = new Vector3(20, 1, 20);; gm.Gradient = desertGradient; gm.NoiseScale = 3f; gm.CellSize = 1f; gm.NoiseOffset = NoiseOffsetHill(xIndex, yIndex); gm.Generate(); SpawnEntity.dustStorm(terrain.transform.position); SpawnEntity.Rock(terrain.transform.position); SpawnEntity.Mountain(terrain.transform.position); return(terrain); }
//Testing a way to approach biomes public GameObject plainsBiome(int xIndex, int yIndex) { Biome biome = new Biome(); GameObject terrain = Instantiate( terrainTilePrefab, new Vector3(terrainSize.x * xIndex, terrainSize.y, terrainSize.z * yIndex), Quaternion.identity ); terrain.name = TrimEnd(terrain.name, "(Clone)") + " [" + xIndex + " , " + yIndex + "]"; terrianControl.terrainTiles.Add(new Vector2(xIndex, yIndex), terrain); // Debug.Log("Plain Biome"); GenerateMeshSimple gm = terrain.GetComponent <GenerateMeshSimple>(); gm.TerrainSize = terrainSize; gm.Gradient = plainsGradient; gm.NoiseScale = 3f; gm.CellSize = 1f; gm.NoiseOffset = NoiseOffsetPlains(xIndex, yIndex); gm.Generate(); SpawnEntity.Grass(terrain.transform.position); SpawnEntity.Grass(terrain.transform.position); SpawnEntity.Grass(terrain.transform.position); SpawnEntity.Grass(terrain.transform.position); return(terrain); }
private GameObject CreateTile(int xIndex, int yIndex) { Vector3 tilePosition = new Vector3(terrainSize.x * xIndex, terrainSize.y + transform.position.y, terrainSize.z * yIndex); GameObject terrain = Instantiate( terrainTilePrefab, tilePosition, Quaternion.identity ); Vector3 landmarkPosition = terrain.transform.position * 3f; if (landmarkPosition.magnitude > ((terrainSize.x + cellSize) * radiusToRender * 3f)) { GameObject newLandmark = Instantiate(terrainLandmarkPrefab, landmarkPosition, Quaternion.identity); newLandmark.transform.SetParent(transform); } terrain.name = TrimEnd(terrain.name, "(Clone)") + " [" + xIndex + " , " + yIndex + "]"; terrainTiles.Add(new Vector2(xIndex, yIndex), terrain); GenerateMeshSimple gm = terrain.GetComponent <GenerateMeshSimple>(); gm.TerrainSize = terrainSize; gm.Gradient = gradient; gm.NoiseScale = noiseScale; gm.CellSize = cellSize; gm.NoiseOffset = NoiseOffset(xIndex, yIndex); gm.Generate(); if (terrain.GetComponent <FadeObject>()) { terrain.GetComponent <FadeObject>().StartFadeIn(); } GarnishTile(terrain, terrain.transform.position); terrain.transform.SetParent(transform); return(terrain); }
private GameObject CreateTile(int xIndex, int yIndex) { GameObject terrain = Instantiate( terrainTilePrefab, new Vector3(terrainSize.x * xIndex, terrainSize.y, terrainSize.z * yIndex), Quaternion.identity ); terrain.name = TrimEnd(terrain.name, "(Clone)") + " [" + xIndex + " , " + yIndex + "]"; terrainTiles.Add(new Vector2(xIndex, yIndex), terrain); GenerateMeshSimple gm = terrain.GetComponent <GenerateMeshSimple>(); gm.TerrainSize = terrainSize; gm.Gradient = gradient; gm.NoiseScale = noiseScale; gm.CellSize = cellSize; gm.NoiseOffset = NoiseOffset(xIndex, yIndex); gm.Generate(); return(terrain); }