public override void Execute()
 {
     base.Execute();
     ObjectsGenerator.Generate(this);
     float delay = unleash.HowLongWillYouTake();
     Timer.WaitForSeconds(delay, Finish);
 }
Пример #2
0
    void Start()
    {
        OG = transform.parent.GetComponent <ObjectsGenerator>();
        if (OG)
        {
            moveSpeed = OG.LayerSpeed;
        }

        originalMoveSpeed = moveSpeed;
    }
    public void DrawMapInEditor()
    {
        textureData.ApplyToMaterial(terrainMaterial);
        textureData.UpdateMeshHeights(terrainMaterial, heightMapSettings.minHeight, heightMapSettings.maxHeight);
        HeightMap heightMap = HeightMapGenerator.GenerateHeightMap(meshSettings.numVertsPerLine, meshSettings.numVertsPerLine, heightMapSettings, Vector2.zero);

        if (drawMode == DrawMode.NoiseMap)
        {
            DrawTexture(TextureGenerator.TextureFromHeightMap(heightMap));
        }
        else if (drawMode == DrawMode.Mesh)
        {
            MeshData meshData = MeshGenerator.GenerateTerrainMesh(heightMap.values, meshSettings, editorPreviewLOD);
            DrawMesh(meshData);

            ObjectsGenerator.GeneratePointsRandom(objectData.objectList, meshData.CreateMesh(), meshSettings, heightMapSettings.noiseSettings.seed);
            ObjectsGenerator.SpawnObjects(objectData, transform, meshSettings, heightMapSettings.noiseSettings.seed);
        }
        else if (drawMode == DrawMode.FalloffMap)
        {
            DrawTexture(TextureGenerator.TextureFromHeightMap(new HeightMap(FalloffGenerator.GenerateFalloffMap(meshSettings.numVertsPerLine), 0, 1)));
        }
    }
Пример #4
0
 public ProcessLog(ObjectsGenerator generateObjects)
 {
     _generateObjects = generateObjects;
 }
Пример #5
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 public void UpdateTerrainChunkObjects()
 {
     ObjectsGenerator.GeneratePointsRandom(objectsData.objectList, chunkMesh, meshSettings, heightMapSettings.noiseSettings.seed);
     ObjectsGenerator.SpawnObjects(objectsData, meshObject.transform, meshSettings, heightMapSettings.noiseSettings.seed);
 }