Пример #1
0
        public override void Start()
        {
            okButton             = TerrainUI.MakeButton(this, "Generate Terrain", 10, 210, 135);
            okButton.eventClick += okButton_eventClick;

            flatButton             = TerrainUI.MakeButton(this, "Flatten", 155, 210, 70);
            flatButton.eventClick += flattenButton_eventClick;

            int y  = 8;
            int sh = 40;

            smoothSlider = TerrainUI.MakeSlider(this, "SmoothSlider", "Smoothness", y, 9.0f, 0.0f, 10.0f, 1.0f, value => { smoothness = value; }); y += sh;
            scaleSlider  = TerrainUI.MakeSlider(this, "ScaleSlider", "Scale", y, scale, 0.0f, 1.0f, 0.05f, value => { scale = value; }); y += sh;
            offsetSlider = TerrainUI.MakeSlider(this, "OffsetSlider", "Offset", y, offset, -1.0f, 1.0f, 0.05f, value => { offset = value; }); y += sh;
            blurSlider   = TerrainUI.MakeSlider(this, "BlurSlider", "Blur", y, blur, 0.0f, 2.0f, 1.00f, value => { blur = value; }); y += sh;
        }
Пример #2
0
        public override void Start()
        {
            float y  = 8.0f;
            int   sh = 40;

            smoothSlider = TerrainUI.MakeSlider(this, "SmoothSlider", "Smoothness", y, smoothness, 0.0f, 9.0f, 1.0f, value => { smoothness = value; });
            y           += sh;
            scaleSlider  = TerrainUI.MakeSlider(this, "ScaleSlider", "Scale", y, scale, 0.0f, 1.0f, 0.05f, value => { scale = value; });
            y           += sh;
            forestSlider = TerrainUI.MakeSlider(this, "ForestSlider", "Forest Level", y, forest, 0.0f, 1.0f, 0.05f, value => { forest = value; }, "Small values create thin lines around areas. Larger values generate big forest areas.");
            y           += sh;
            oreSlider    = TerrainUI.MakeSlider(this, "OreSlider", "Ore Level", y, ore, 0.0f, 1.0f, 0.05f, value => { ore = value; });

            y = 180;
            deltreesCheckbox = TerrainUI.MakeCheckBox(this, "Delete trees before generating.", y, deltree_eventClick);

            okButton             = TerrainUI.MakeButton(this, "Generate Resources", 10, 210, 160);
            okButton.eventClick += okButton_eventClick;
        }
Пример #3
0
        public override void Start()
        {
            float y = 0.0f;

            treeCol = GameObject.FindObjectOfType <TreeCollection>();
            string[] items = new string[treeCol.m_prefabs.Length + 1];
            items[0] = "Use Random Trees";
            for (int n = 0; n < treeCol.m_prefabs.Length; n++)
            {
                items[n + 1] = treeCol.m_prefabs[n].name;
            }

            TerrainUI.MakeDropDown(this, y, "Tree Type", items, listbox_eventClick);
            y += 50;

            followCheckbox = TerrainUI.MakeCheckBox(this, "Follow Resources", y, followcb_eventClick, "Use forest resources to place trees. If unchecked trees are placed randomly.");
            y += 30;

            insideCheckbox = TerrainUI.MakeCheckBox(this, "Only inside game area.", y, insidecb_eventClick, "Do not place trees outside the center 25 tiles.");
            y += 30;

            TerrainUI.MakeSlider(this, "DensitySlider", "Max Density", y, density, 1.0f, 64.0f, 1.0f, value => { density = value; });
            y += 45;

            UILabel txt = AddUIComponent <UILabel>();

            txt.text             = "Please Note: It can take a couple\nof minutes for the trees\nto show on the map.";
            txt.name             = "TreePlacementInfoText";
            txt.relativePosition = new Vector3(15.0f, y);
            txt.textScale        = 0.8f;
            txt.textColor        = new Color(.7f, .7f, .7f, 1f);
            txt.size             = new Vector2(200, 86);
            txt.autoSize         = false;
            txt.autoHeight       = false;

            okButton             = TerrainUI.MakeButton(this, "Create Trees", 10, 210, 110);
            okButton.eventClick += okButton_eventClick;

            delallButton             = TerrainUI.MakeButton(this, "Delete All", 140, 210, 90);
            delallButton.eventClick += delallButton_eventClick;
        }