示例#1
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 public void FastThermalErosion(int iterations, float minSlope, float blendAmount)
 {
     this.erosionTypeInt = 0;
     this.erosionType = TerrainToolkit.ErosionType.Thermal;
     this.thermalIterations = iterations;
     this.thermalMinSlope = minSlope;
     this.thermalFalloff = blendAmount;
     this.neighbourhood = TerrainToolkit.Neighbourhood.Moore;
     this.erodeAllTerrain(new TerrainToolkit.ErosionProgressDelegate(this.dummyErosionProgress));
 }
示例#2
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 public void FullHydraulicErosion(int iterations, float rainfall, float evaporation, float solubility, float saturation)
 {
     this.erosionTypeInt = 1;
     this.erosionType = TerrainToolkit.ErosionType.Hydraulic;
     this.hydraulicTypeInt = 1;
     this.hydraulicType = TerrainToolkit.HydraulicType.Full;
     this.hydraulicIterations = iterations;
     this.hydraulicRainfall = rainfall;
     this.hydraulicEvaporation = evaporation;
     this.hydraulicSedimentSolubility = solubility;
     this.hydraulicSedimentSaturation = saturation;
     this.neighbourhood = TerrainToolkit.Neighbourhood.Moore;
     this.erodeAllTerrain(new TerrainToolkit.ErosionProgressDelegate(this.dummyErosionProgress));
 }
示例#3
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 public void FastHydraulicErosion(int iterations, float maxSlope, float blendAmount)
 {
     this.erosionTypeInt = 1;
     this.erosionType = TerrainToolkit.ErosionType.Hydraulic;
     this.hydraulicTypeInt = 0;
     this.hydraulicType = TerrainToolkit.HydraulicType.Fast;
     this.hydraulicIterations = iterations;
     this.hydraulicMaxSlope = maxSlope;
     this.hydraulicFalloff = blendAmount;
     this.neighbourhood = TerrainToolkit.Neighbourhood.Moore;
     this.erodeAllTerrain(new TerrainToolkit.ErosionProgressDelegate(this.dummyErosionProgress));
 }
示例#4
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 private void convertIntVarsToEnums()
 {
     int num = this.erosionTypeInt;
     switch (num)
     {
         case 0:
         {
             this.erosionType = TerrainToolkit.ErosionType.Thermal;
             break;
         }
         case 1:
         {
             this.erosionType = TerrainToolkit.ErosionType.Hydraulic;
             break;
         }
         case 2:
         {
             this.erosionType = TerrainToolkit.ErosionType.Tidal;
             break;
         }
         case 3:
         {
             this.erosionType = TerrainToolkit.ErosionType.Wind;
             break;
         }
         case 4:
         {
             this.erosionType = TerrainToolkit.ErosionType.Glacial;
             break;
         }
     }
     num = this.hydraulicTypeInt;
     switch (num)
     {
         case 0:
         {
             this.hydraulicType = TerrainToolkit.HydraulicType.Fast;
             break;
         }
         case 1:
         {
             this.hydraulicType = TerrainToolkit.HydraulicType.Full;
             break;
         }
         case 2:
         {
             this.hydraulicType = TerrainToolkit.HydraulicType.Velocity;
             break;
         }
     }
     num = this.generatorTypeInt;
     switch (num)
     {
         case 0:
         {
             this.generatorType = TerrainToolkit.GeneratorType.Voronoi;
             break;
         }
         case 1:
         {
             this.generatorType = TerrainToolkit.GeneratorType.DiamondSquare;
             break;
         }
         case 2:
         {
             this.generatorType = TerrainToolkit.GeneratorType.Perlin;
             break;
         }
         case 3:
         {
             this.generatorType = TerrainToolkit.GeneratorType.Smooth;
             break;
         }
         case 4:
         {
             this.generatorType = TerrainToolkit.GeneratorType.Normalise;
             break;
         }
     }
     num = this.voronoiTypeInt;
     switch (num)
     {
         case 0:
         {
             this.voronoiType = TerrainToolkit.VoronoiType.Linear;
             break;
         }
         case 1:
         {
             this.voronoiType = TerrainToolkit.VoronoiType.Sine;
             break;
         }
         case 2:
         {
             this.voronoiType = TerrainToolkit.VoronoiType.Tangent;
             break;
         }
     }
     num = this.neighbourhoodInt;
     if (num == 0)
     {
         this.neighbourhood = TerrainToolkit.Neighbourhood.Moore;
     }
     else if (num == 1)
     {
         this.neighbourhood = TerrainToolkit.Neighbourhood.VonNeumann;
     }
 }
示例#5
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 public void WindErosion(int iterations, float direction, float force, float lift, float gravity, float capacity, float entropy, float smoothing)
 {
     this.erosionTypeInt = 3;
     this.erosionType = TerrainToolkit.ErosionType.Wind;
     this.windIterations = iterations;
     this.windDirection = direction;
     this.windForce = force;
     this.windLift = lift;
     this.windGravity = gravity;
     this.windCapacity = capacity;
     this.windEntropy = entropy;
     this.windSmoothing = smoothing;
     this.neighbourhood = TerrainToolkit.Neighbourhood.Moore;
     this.erodeAllTerrain(new TerrainToolkit.ErosionProgressDelegate(this.dummyErosionProgress));
 }
示例#6
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 public void VelocityHydraulicErosion(int iterations, float rainfall, float evaporation, float solubility, float saturation, float velocity, float momentum, float entropy, float downcutting)
 {
     this.erosionTypeInt = 1;
     this.erosionType = TerrainToolkit.ErosionType.Hydraulic;
     this.hydraulicTypeInt = 2;
     this.hydraulicType = TerrainToolkit.HydraulicType.Velocity;
     this.hydraulicIterations = iterations;
     this.hydraulicVelocityRainfall = rainfall;
     this.hydraulicVelocityEvaporation = evaporation;
     this.hydraulicVelocitySedimentSolubility = solubility;
     this.hydraulicVelocitySedimentSaturation = saturation;
     this.hydraulicVelocity = velocity;
     this.hydraulicMomentum = momentum;
     this.hydraulicEntropy = entropy;
     this.hydraulicDowncutting = downcutting;
     this.neighbourhood = TerrainToolkit.Neighbourhood.Moore;
     this.erodeAllTerrain(new TerrainToolkit.ErosionProgressDelegate(this.dummyErosionProgress));
 }
示例#7
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 public void TidalErosion(int iterations, float seaLevel, float tidalRange, float cliffLimit)
 {
     this.erosionTypeInt = 2;
     this.erosionType = TerrainToolkit.ErosionType.Tidal;
     this.tidalIterations = iterations;
     this.tidalSeaLevel = seaLevel;
     this.tidalRangeAmount = tidalRange;
     this.tidalCliffLimit = cliffLimit;
     this.neighbourhood = TerrainToolkit.Neighbourhood.Moore;
     this.erodeAllTerrain(new TerrainToolkit.ErosionProgressDelegate(this.dummyErosionProgress));
 }