void FloreChanged (EcoSystem sender, float newValue) { /* //See: http://answers.unity3d.com/questions/12504/how-can-i-automatically-place-grass-and-other-deta.html // read all layers of the alphamap (the splatmap) into a 3D float array: float[][] alphaMapData = TerrainData.GetAlphamaps(x, y, width, height); // read all detail layers into a 3D int array: int numDetails = TerrainData.detailPrototypes.Length; int [][][] detailMapData = new int[TerrainData.detailWidth][TerrainData.detailHeight][numDetails]; for (int layerNum=0; layerNum < numDetails; layerNum++) { int[][] detailLayer = TerrainData.GetDetailLayer(x, y, width, height, layerNum); } // write all detail data to terrain data: for (int n = 0; n < detailMapData.Length; n++) { TerrainData.SetDetailLayer(0, 0, n, detailMapData[n]); } // write alpha map data to terrain data: TerrainData.SetAlphamaps(x, y, alphaMapData); */ }
void EnergyChanged (EcoSystem sender, float newValue) { Color ambientLightColor = RenderSettings.ambientLight; //ambientLightColor.b = (newValue/EcoSystem.MAX_VALUE)*0.1f; ambientLightColor.b = energy.Evaluate(newValue/100f); RenderSettings.ambientLight = ambientLightColor; RenderSettings.fogColor = ambientLightColor; }
// Use this for initialization void Start () { ecoSystem = GetComponent<EcoSystem> (); ecoSystem.EnergyChanged += EnergyChanged; ecoSystem.FloreChanged += FloreChanged; ecoSystem.OxygeneChanged += OxygeneChanged; ecoSystem.WaterChanged += WaterChanged; initialHeight = waterObject.transform.position.y; //Init values EnergyChanged (ecoSystem, ecoSystem.Energy); OxygeneChanged (ecoSystem, ecoSystem.Oxygene); WaterChanged (ecoSystem, ecoSystem.Water); }
// Use this for initialization void Start () { ecoSystem = GetComponent<EcoSystem> (); ecoSystem.EnergyChanged += EcoSystem_EnergyChanged; ecoSystem.FloreChanged += EcoSystem_FloreChanged; ecoSystem.OxygeneChanged += EcoSystem_OxygeneChanged; ecoSystem.WaterChanged += EcoSystem_WaterChanged; sliderEnergy.onValueChanged.AddListener(SliderEnergy_ValueChanged); sliderFlore.onValueChanged.AddListener(SliderFlore_ValueChanged); sliderOxygene.onValueChanged.AddListener(SliderOxygene_ValueChanged); sliderWater.onValueChanged.AddListener(SliderWater_ValueChanged); ecoSystem.Locked = Locked; }
// Use this for initialization void Start() { ecoSystem = GetComponent <EcoSystem> (); ecoSystem.EnergyChanged += EcoSystem_EnergyChanged; ecoSystem.FloreChanged += EcoSystem_FloreChanged; ecoSystem.OxygeneChanged += EcoSystem_OxygeneChanged; ecoSystem.WaterChanged += EcoSystem_WaterChanged; sliderEnergy.onValueChanged.AddListener(SliderEnergy_ValueChanged); sliderFlore.onValueChanged.AddListener(SliderFlore_ValueChanged); sliderOxygene.onValueChanged.AddListener(SliderOxygene_ValueChanged); sliderWater.onValueChanged.AddListener(SliderWater_ValueChanged); ecoSystem.Locked = Locked; }
private void EcoSystem_EnergyChanged(EcoSystem sender, float newValue) { sliderEnergy.value = newValue; sliderEnergyUI.value = newValue; }
private void EcoSystem_WaterChanged(EcoSystem sender, float newValue){ sliderWater.value = newValue; sliderWaterUI.value = newValue; }
private void EcoSystem_OxygeneChanged(EcoSystem sender, float newValue){ sliderOxygene.value = newValue; sliderOxygeneUI.value = newValue; }
private void EcoSystem_FloreChanged(EcoSystem sender, float newValue){ sliderFlore.value = newValue; sliderFloreUI.value = newValue; }
private void EcoSystem_EnergyChanged(EcoSystem sender, float newValue){ sliderEnergy.value = newValue; sliderEnergyUI.value = newValue; }
void WaterChanged (EcoSystem sender, float newValue) { waterObject.transform.position = new Vector3(waterObject.transform.position.x, initialHeight + water.Evaluate (newValue / 100f), waterObject.transform.position.z); }
void OxygeneChanged (EcoSystem sender, float newValue) { //RenderSettings.fogDensity = (EcoSystem.MAX_VALUE - newValue)/10000f; RenderSettings.fogDensity = oxygene.Evaluate((EcoSystem.MAX_VALUE - newValue)/100f); }
public void Init() { my_grid = new Grid <Cell>(3, 3); ecosystem = new EcoSystem(my_grid); }