static void Main(string[] args) { //**********test 1********** Console.WriteLine("**********test 1**********"); float percent = new float[] { 0.5, 0.1, 0.4 }; //floor, mountain, brush NewCaveGenerator caveGenerator1 = new NewCaveGenerator(percent, 10, 1); caveGenerator1.RandomizeMap(); for (int i = 0; i < 10; ++i) { print(caveGenerator1.GetMap()); Console.ReadKey(); caveGenerator1.SmoothMap(); } //**********test 2********** Console.WriteLine("**********test 2**********"); float percent = new float[] { 0.5, 0.1, 0.2, 0.2 }; //floor, mountain, brush,sea NewCaveGenerator caveGenerator2 = new NewCaveGenerator(percent, 10, 1); caveGenerator2.RandomizeMap(); for (int i = 0; i < 10; ++i) { print(caveGenerator2.GetMap()); Console.ReadKey(); caveGenerator2.SmoothMap(); } }
//Do the simulation in a coroutine so we can pause and see what's going on private IEnumerator SimulateCavePattern() { for (int i = 0; i < simulationSteps; i++) { yield return(new WaitForSeconds(0)); //Calculate the new values caveGenerator.SmoothMap(); //Generate texture and display it on the plane GenerateAndDisplayTexture(caveGenerator.GetMap()); } Debug.Log("Simulation completed!"); }
public void initMap() { Random.InitState(100); float randomFillPercentFloor = 1 - (randomFillPercentWall + randomFillPercentBush); randomFillPercent = new float[] { randomFillPercentFloor, randomFillPercentWall, randomFillPercentBush }; caveGenerator = new NewCaveGenerator(randomFillPercent, gridSize, 1); caveGenerator.RandomizeMap(); //For testing that init is working GenerateAndDisplayTexture(caveGenerator.GetMap()); //Start the simulation StartCoroutine(SimulateCavePattern()); }