static void Main() { // Changes the CurrentCulture of the current thread to the invariant culture. Thread.CurrentThread.CurrentCulture = new CultureInfo("", false); int processor = 1; foreach (ProcessThread thread in Process.GetCurrentProcess().Threads) { thread.ProcessorAffinity = (IntPtr)processor; } // Initialize logging if (!Directory.Exists(ConfigFolder)) { Directory.CreateDirectory(ConfigFolder); } if (!Directory.Exists(LogFolder)) { Directory.CreateDirectory(LogFolder); } LogUtil.InitializeLogging(Path.Combine(ConfigFolder, "LogConfig.xml"), "DefaultLogConfig.xml", FallbackLogfile); TerrainGenerator terrainGenerator = new TerrainGenerator(); terrainGenerator.Show(); terrainGenerator.Start(); }
public override void OnInspectorGUI() { DrawDefaultInspector(); if (GUILayout.Button("Generate noise")) { terrainGenerator.Start(); } }
public override void OnInspectorGUI() { DrawDefaultInspector(); if (GUILayout.Button("Generate noise")) { terrainGenerator.Start(); } if (GUILayout.Button("Generate terrain step")) { if (!terrainStepEnumerator.MoveNext()) { terrainStepEnumerator = terrainGenerator.GenerateStep().GetEnumerator(); } } if (GUILayout.Button("Check normal borders")) { terrainGenerator.CheckNormals(); } }
// START: /// <summary> /// Start this instance. /// </summary> public void Start() { // Get the components dungeonGenerator = GetComponent<DungeonGenerator> (); sceneryGenerator = GetComponent<SceneryGenerator> (); stairsGenerator = GetComponent<StairsGenerator> (); roomGenerator = GetComponent<RoomGenerator> (); perimeterGenerator = GetComponent<PerimeterGenerator> (); entranceGenerator = GetComponent<EntranceGenerator> (); corridorGenerator = GetComponent<CorridorGenerator> (); voidGenerator = GetComponent<VoidGenerator> (); pitGenerator = GetComponent<PitGenerator> (); chestGenerator = GetComponent<ChestGenerator> (); caveGenerator = GetComponent<CaveGenerator> (); terrainCarver = GetComponent<TerrainCarver> (); terrainGenerator = GetComponent<TerrainGenerator> (); textureGenerator = GetComponent<TerrainTextureGenerator> (); // Initialize the instances stairsGenerator.Start (); roomGenerator.Start (); perimeterGenerator.Start (); entranceGenerator.Start (); corridorGenerator.Start (); voidGenerator.Start (); pitGenerator.Start (); chestGenerator.Start (); caveGenerator.Start (); terrainCarver.Start (); terrainGenerator.Start (); textureGenerator.Start (); // Initialize the floor array allFloors = new Floor[dungeonGenerator.numFloors]; }