// Use this for initialization //void Start() //{ //} void Update() { if (Input.GetMouseButtonDown(0)) { Debug.Log("Pressed left click."); } if (Input.GetMouseButtonDown(1)) { Debug.Log("Pressed right click."); float maxHeight = 15; for (float height = 0; height < maxHeight; height = height + 0.5f) { float length = maxHeight - height; for (float x = -length; x <= length; x++) { for (float z = -length; z <= length; z++) { if (Mathf.Abs(x) == length || Mathf.Abs(z) == length) { Color color = new Color(Random.Range(0.6f, 0.65f), Random.Range(0.32f, 0.33f), 0.1f, 0.15f); float size = Random.Range(1f, 1f); VoxelTools.MakeCube(x, height, z, color, size); } } } } } if (Input.GetMouseButtonDown(2)) { Debug.Log("Pressed middle click."); } }
public static Color GetRandomColor() { VoxelTools.MakeCube(1, 2, 3); float r = Random.Range(0f, 1f); float g = Random.Range(0f, 1f); float b = Random.Range(0f, 1f); //make grey/sludge colors less likely for (int i = 0; i < Random.Range(1, 3); i++) { if (Random.Range(0, 10) > 1) { int a = Random.Range(0, 3); if (a == 0) { r = 0; } if (a == 1) { g = 0; } if (a == 2) { b = 0; } } } return(new Color(r, g, b)); }
public void InstantiateBricks(BrickItConfiguration cfg) { var buildingBlocks = GetBuildingBlocks(cfg); foreach (BuildingBlock bb in buildingBlocks) { Vector3 position = new Vector3(bb.pos.x, bb.pos.y * GlobalConstants.VoxelHeight, bb.pos.z); if (bb.isFlipped) { VoxelTools.MakeCube(position, bb.blockColor, new Vector3(bb.extends.z, bb.extends.y * GlobalConstants.VoxelHeight, bb.extends.x)); } else { VoxelTools.MakeCube(position, bb.blockColor, new Vector3(bb.extends.x, bb.extends.y * GlobalConstants.VoxelHeight, bb.extends.z)); } } var cubeContainer = GameObject.Find(GlobalConstants.cubeContainerName); cubeContainer.transform.parent = GameObject.Find("ModelsContainer").transform; cubeContainer.transform.localRotation = Quaternion.identity; var boundsHandler = cubeContainer.AddComponent <BoundsHandler>(); cubeContainer.tag = GlobalConstants.containerTag; cubeContainer.layer = 9; boundsHandler.Bounds = new Vector3(lastExtends[1] - lastExtends[0], lastExtends[3] - lastExtends[2], lastExtends[5] - lastExtends[4]); cubeContainer.transform.localPosition = new Vector3(-(boundsHandler.Bounds.x / 2), -(boundsHandler.Bounds.y / 2), -(boundsHandler.Bounds.z / 2)); lastBricked = cubeContainer; }
void Start() { for (int i = 0; i < 8; i++) { for (int j = 0; j < 8; j++) { for (int k = 0; k < 8; k++) { VoxelTools.MakeCube(i, j, k); } } } }
// Use this for initialization void Start() { for (int i = 0; i < 8; i++) { for (int j = 0; j < 8; j++) { for (int k = 0; k < 8; k++) { VoxelTools.MakeCube(i + 150, j + 20, k + 150); } } } }
public static GameObject MakeCube(Vector3 position, Color color, float size) { cubeCount++; if (cubeContainer == null) { cubeContainer = new GameObject("cube container"); cubes = new List <GameObject>(); } GameObject cube = Instantiate(GetCubePrefab()) as GameObject; cubes.Add(cube); cube.transform.position = position; cube.transform.parent = cubeContainer.transform; cube.name = "cube " + cubeCount; cube.GetComponent <Renderer>().material.color = color; cube.transform.localScale = new Vector3(size, size, size); return(cube); VoxelTools.MakeCube(1, 2, 3); }
// Start is called before the first frame update void Start() { //between -6 and 6 int radius = 6; Vector3 center = Vector3.zero; for (int i = -radius; i < radius; i++) { for (int j = -radius; j < radius; j++) { for (int k = -radius; k < radius; k++) { Vector3 position = new Vector3(i, j, k); float distance = Vector3.Distance(position, center); if (distance < radius) { //calls the makecube() function of voxeltools VoxelTools.MakeCube(i, j, k); } } } } }
void AddTerrainCube(float h, int i, int k) { Color voxColor = SandColor; if (h > GrassLevel) { voxColor = GrassColor; } if (h > RockLevel) { voxColor = RockColor; } if (h > SnowLevel) { voxColor = SnowColor; } if (h < WaterLevel) { voxColor = WaterColor; h = WaterLevel; } VoxelTools.MakeCube(i, h, k, voxColor); }