示例#1
0
        public override void SetSettings(GrassEntitiesSet aGrass)
        {
            float plantBendingSiffness = RandomGrassGenerator.GetBendingStiffness();
            float initialBendingValue  = RandomGrassGenerator.GetInitialBendingValue();

            ForeachEntity(aGrass, grassEntity => grassEntity.AddUniform(GrassShaderUniformName._PlantBendingStiffness, plantBendingSiffness));
            ForeachEntity(aGrass, grassEntity => grassEntity.AddUniform(GrassShaderUniformName._InitialBendingValue, initialBendingValue));
            ForeachEntity(aGrass, grassEntity => grassEntity.AddUniform(GrassShaderUniformName._Color, RandomGrassGenerator.GetGrassColor()));
            ForeachEntity(aGrass, grassEntity => grassEntity.AddUniform(GrassShaderUniformName._RandSeed, UnityEngine.Random.value));
        }
        public GrassEntitiesSet CreateSingleGrass()
        {
            var   angle = RandomGrassGenerator.GetAngle();
            float plantBendingSiffness = RandomGrassGenerator.GetBendingStiffness();
            float initialBendingValue  = RandomGrassGenerator.GetInitialBendingValue();

            var grassEntity = new GrassEntity
            {
                Position = new Vector3(0, 0, 0),
                Rotation = new Vector3(0, angle, 0),
                Scale    = RandomGrassGenerator.GetScale(),
            };

            grassEntity.AddUniform(GrassShaderUniformName._PlantBendingStiffness, plantBendingSiffness);
            grassEntity.AddUniform(GrassShaderUniformName._InitialBendingValue, initialBendingValue);
            grassEntity.AddUniform(GrassShaderUniformName._Color, RandomGrassGenerator.GetGrassColor());
            grassEntity.AddUniform(GrassShaderUniformName._RandSeed, UnityEngine.Random.value);
            return(new GrassEntitiesSet(new List <GrassEntity> {
                grassEntity
            }));
        }