示例#1
0
    public void SetBiomeFields(eMoisture moist, eTemperature temp, eBiome biome)
    {
        _moisture = moist;
        _temp     = temp;
        _biome    = biome;

        // for now, durability will just be a straight addition of moisture/temp
        // drier/colder means harder, moist/warm means softer
        int count = System.Enum.GetNames(typeof(eMoisture)).Length;

        _durability = (count - (int)moist) + (int)temp;
    }
示例#2
0
    private eMoisture GetMoistureEnumFromValue(float value)
    {
        eMoisture m = eMoisture.Wet;

        if (value < 0.2f)
        {
            m = eMoisture.Dry;
        }
        else if (value < 0.4f)
        {
            m = eMoisture.Mild;
        }
        else if (value < 0.6f)
        {
            m = eMoisture.Normal;
        }
        else if (value < 0.8f)
        {
            m = eMoisture.Damp;
        }

        return(m);
    }
示例#3
0
    private void PopulateTiles(ref IslandData data, Vector3 terrainPos, float[][] moisture, float[][] temps, float[,] heights, int size, ref TerrainData tData)
    {
        GameObject container = new GameObject();

        container.name = "Tile Colliders";
        container.transform.SetParent(_currentTerrain.transform);
        container.transform.position = Vector3.zero;
        GameObject tileObject    = null;
        Tile       t             = null;
        int        tilesPerMeter = 3;

        //int[] offsets = new int[] { 0, 4, 7, 10, 13, 16, 19 };
        //float[,,] splatData = new float[size, size, _terrainSplats.Length];

        float   subTileOffset  = 1 / (float)tilesPerMeter;
        Vector3 offsetPosition = new Vector3(0f, 0.05f, 0f);

        for (int i = 0; i < size; ++i)
        {
            for (int j = 0; j < size; ++j)
            {
                float height = heights[j, i];

                // don't put tiles on the bottom most layer
                if (height > 0f)
                {
                    int terrainX, terrainY;
                    GetWorldTerrainPosition(terrainPos, i, j, out terrainX, out terrainY);

                    GameObject tileContainer = new GameObject();
                    tileContainer.name = string.Format("Tile[{0},{1}]", i, j);
                    tileContainer.transform.SetParent(container.transform);
                    tileContainer.transform.position = Vector3.zero;

                    // for multiple tiles per meter
                    for (int k = 0; k < tilesPerMeter; ++k)
                    {
                        for (int l = 0; l < tilesPerMeter; ++l)
                        {
                            // create physical tile
                            offsetPosition.x = (subTileOffset / 2f) + subTileOffset * k;
                            offsetPosition.z = (subTileOffset / 2f) + subTileOffset * l;

                            tileObject      = (GameObject)Instantiate(_tilePrefab);
                            tileObject.name = string.Format("Sub Tile[{0},{1}]", k, l);
                            t = tileObject.AddComponent <Tile>();
                            t.Init(i, j, height, terrainX + offsetPosition.z, terrainY + offsetPosition.x);
                            tileObject.transform.position = t.WorldPosition;

                            // add to parent container for a neat hierarchy
                            tileObject.transform.SetParent(tileContainer.transform);
                        }
                    }

                    // determine biome
                    eMoisture    moist = GetMoistureEnumFromValue(moisture[i][j]);
                    eTemperature temp  = GetTempEnumFromValue(temps[i][j]);
                    eBiome       biome = _biomeTable[(int)moist, (int)temp];

                    t.SetBiomeFields(moist, temp, biome);

                    // set terrain texture
                    //int textureIndex = offsets[(int)biome] + (int)eTileType.Grass;
                    //splatData[j, i, textureIndex] = 1;
                }
                else
                {
                    // just dirt if height is zero
                    //int textureIndex = offsets[(int)eBiome.Jungle] + (int)eTileType.Dirt;
                    //splatData[j, i, textureIndex] = 1;
                }

                // need to fill the island data with values, even if no tile is actually created
                data.AddTile(t, i, j);
            }
        }

        //tData.SetAlphamaps(0, 0, splatData);
    }
示例#4
0
    public void PlaceTile(float x, float z, ref IslandData data, Vector3 terrainPos)
    {
        TerrainData tData = data.Data;

        float[,] heights = tData.GetHeights(0, 0, data.Size, data.Size);
        int     tilesPerMeter  = 3;
        float   subTileOffset  = 1 / (float)tilesPerMeter;
        Vector3 offsetPosition = new Vector3(0f, 0.05f, 0f);
        int     i = Mathf.RoundToInt(x);
        int     j = Mathf.RoundToInt(z);

        if (_tileContainer == null)
        {
            _tileContainer = new GameObject("Tile Container");
            _tileContainer.transform.SetParent(_currentTerrain.transform);
            _tileContainer.transform.localPosition = Vector3.zero;
        }

        float      height     = heights[j, i];
        GameObject tileObject = null;
        Tile       t          = null;

        // don't put tiles on the bottom most layer
        if (height > 0f)
        {
            int terrainX, terrainY;
            GetWorldTerrainPosition(terrainPos, i, j, out terrainX, out terrainY);

            // TODO this will need to be removed and only 1 tile be placed; not all 9

            //for multiple tiles per meter
            for (int k = 0; k < tilesPerMeter; ++k)
            {
                for (int l = 0; l < tilesPerMeter; ++l)
                {
                    // create physical tile
                    offsetPosition.x = (subTileOffset / 2f) + subTileOffset * k;
                    offsetPosition.z = (subTileOffset / 2f) + subTileOffset * l;

                    tileObject      = (GameObject)Instantiate(_tilePrefab);
                    tileObject.name = string.Format("Sub Tile[{0},{1}]", k, l);
                    t = tileObject.AddComponent <Tile>();
                    t.Init(i, j, height, terrainX + offsetPosition.z, terrainY + offsetPosition.x);
                    tileObject.transform.position = t.WorldPosition;

                    // add to parent container for a neat hierarchy
                    tileObject.transform.SetParent(_tileContainer.transform);
                }
            }

            // determine biome
            eMoisture    moist = eMoisture.Wet;       //GetMoistureEnumFromValue(moisture[i][j]);
            eTemperature temp  = eTemperature.Normal; //GetTempEnumFromValue(temps[i][j]);
            eBiome       biome = _biomeTable[(int)moist, (int)temp];

            t.SetBiomeFields(moist, temp, biome);

            // set terrain texture
            //int textureIndex = offsets[(int)biome] + (int)eTileType.Grass;
            //splatData[j, i, textureIndex] = 1;
        }
        else
        {
            // just dirt if height is zero
            //int textureIndex = offsets[(int)eBiome.Jungle] + (int)eTileType.Dirt;
            //splatData[j, i, textureIndex] = 1;
        }

        // need to fill the island data with values, even if no tile is actually created
        data.AddTile(t, i, j);
    }