Start() приватный Метод

private Start ( ) : void
Результат void
Пример #1
0
        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();
        }
    }
Пример #3
0
    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();
        }
    }
Пример #4
0
    // 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];
    }