void Start() { player = GameObject.Find("Player"); waterLevel = Mathf.Clamp01(waterLevel); TerrainMap = createTerrain(); WaterMap = createWater(TerrainMap); generateTexureMap(); forest f = new forest(ChunckSize / 2, forestDensity, new point(ChunckSize / 2, ChunckSize / 2, 0), texture); f.CreateForest(); texture = f.map; }
void Start() { forest f = new forest (radius, density, new point(0, 0, 0)); point[] arrForest = f.CreateForest (); species aSpec = new species (); aSpec.generate (); foreach (point tree in arrForest) { Debug.Log (string.Format("Tree x: {0}, y: {1}", tree.x, tree.y)); aSpec.generate(); tree t = new tree(f_prefab); t.genTree(new Vector3(tree.x, 0, tree.y), aSpec.depth, aSpec.length, aSpec.maxHeight, Mathf.PI / 2); viewableTree v = new viewableTree(t.points); trees.Add(v); } foreach (viewableTree v in trees) { Debug.Log (string.Format("Viewable Tree start point: {0}", v.startPoint)); } }
void Start() { forest f = new forest(radius, density, new point(0, 0, 0)); point[] arrForest = f.CreateForest(); species aSpec = new species(); aSpec.generate(); foreach (point tree in arrForest) { Debug.Log(string.Format("Tree x: {0}, y: {1}", tree.x, tree.y)); aSpec.generate(); tree t = new tree(f_prefab); t.genTree(new Vector3(tree.x, 0, tree.y), aSpec.depth, aSpec.length, aSpec.maxHeight, Mathf.PI / 2); viewableTree v = new viewableTree(t.points); trees.Add(v); } foreach (viewableTree v in trees) { Debug.Log(string.Format("Viewable Tree start point: {0}", v.startPoint)); } }
void Start() { gpsObj = GameObject.Find("gps").GetComponent <gps>(); forestObj = GameObject.Find("gps").GetComponent <forest>(); LoadGame(); }
void Start() { player = GameObject.Find("Player"); waterLevel = Mathf.Clamp01(waterLevel); TerrainMap = createTerrain(); WaterMap = createWater(TerrainMap); generateTexureMap(); forest f = new forest(ChunckSize / 2, forestDensity, new point(ChunckSize / 2,ChunckSize / 2,0), texture); f.CreateForest(); texture = f.map; }