Refactoring, optimizations
This commit is contained in:
parent
9ac0deec0b
commit
778d732866
@ -48,11 +48,13 @@
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<ItemGroup>
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<Compile Include="Assets\Scripts\Business\BiomeManager.cs" />
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<Compile Include="Assets\Scripts\Business\ConfigManager.cs" />
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<Compile Include="Assets\Scripts\Generator\BuildingGenerator.cs" />
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<Compile Include="Assets\Scripts\Generator\CityGenerator.cs" />
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<Compile Include="Assets\Scripts\Generator\PopulationCentersGenerator.cs" />
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<Compile Include="Assets\Scripts\Generator\RoadGenerator.cs" />
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<Compile Include="Assets\Scripts\Generator\TerrainGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Generator\BuildingGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Generator\CityGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Generator\PopulationCentersGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Generator\RoadGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Generator\TerrainGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Noise\NoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Noise\PerlinNoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Model\Biome.cs" />
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<Compile Include="Assets\Scripts\Model\Building.cs" />
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<Compile Include="Assets\Scripts\Model\BuildingLot.cs" />
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@ -63,14 +65,13 @@
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<Compile Include="Assets\Scripts\Model\LineSegment.cs" />
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<Compile Include="Assets\Scripts\Model\Map.cs" />
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<Compile Include="Assets\Scripts\Model\Polygon.cs" />
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<Compile Include="Assets\Scripts\Model\Range.cs" />
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<Compile Include="Assets\Scripts\Model\Rectangle.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadNetwork.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadNode.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadSegment.cs" />
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<Compile Include="Assets\Scripts\Model\Texture.cs" />
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<Compile Include="Assets\Scripts\Model\Vector2.cs" />
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<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Unity\BuildingMeshGenerator.cs" />
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<Compile Include="Assets\Scripts\Unity\InitializeScript.cs" />
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<Compile Include="Assets\Scripts\Unity\RoadMeshGenerator.cs" />
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@ -82,7 +83,6 @@
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<Compile Include="Assets\Scripts\Utils\Logger.cs" />
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<Compile Include="Assets\Scripts\Utils\QuadTree.cs" />
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<Compile Include="Assets\Scripts\Utils\RandomExtensions.cs" />
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<Compile Include="Assets\Scripts\Utils\Range.cs" />
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<Compile Include="Assets\Scripts\Utils\SerializationHelper.cs" />
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<Compile Include="Assets\Scripts\Utils\Task.cs" />
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<Compile Include="Assets\Scripts\Utils\Texture2DExtensions.cs" />
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@ -91,6 +91,9 @@
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<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
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<None Include="Assets\Data\Biomes\Grassland.xml" />
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<None Include="Assets\Data\Biomes\Mountain.xml" />
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<Reference Include="Assembly-UnityScript-firstpass">
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<HintPath>C:/Users/Tibi/Google Drive/FacultateCY/$ Licenta/Game/Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.UI">
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<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
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</Reference>
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@ -98,6 +101,10 @@
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<HintPath>C:/Program Files/Unity/Editor/Data/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="Assembly-CSharp-firstpass-vs.csproj">
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<Project>{D8888F6A-ABE1-C49B-1A38-F65A81021668}</Project> <Name>Assembly-CSharp-firstpass-vs</Name> </ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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|
@ -48,11 +48,13 @@
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<ItemGroup>
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<Compile Include="Assets\Scripts\Business\BiomeManager.cs" />
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<Compile Include="Assets\Scripts\Business\ConfigManager.cs" />
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<Compile Include="Assets\Scripts\Generator\BuildingGenerator.cs" />
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<Compile Include="Assets\Scripts\Generator\CityGenerator.cs" />
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<Compile Include="Assets\Scripts\Generator\PopulationCentersGenerator.cs" />
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<Compile Include="Assets\Scripts\Generator\RoadGenerator.cs" />
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<Compile Include="Assets\Scripts\Generator\TerrainGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Generator\BuildingGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Generator\CityGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Generator\PopulationCentersGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Generator\RoadGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Generator\TerrainGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Noise\NoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Business\Noise\PerlinNoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Model\Biome.cs" />
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<Compile Include="Assets\Scripts\Model\Building.cs" />
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<Compile Include="Assets\Scripts\Model\BuildingLot.cs" />
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@ -63,14 +65,13 @@
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<Compile Include="Assets\Scripts\Model\LineSegment.cs" />
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<Compile Include="Assets\Scripts\Model\Map.cs" />
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<Compile Include="Assets\Scripts\Model\Polygon.cs" />
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<Compile Include="Assets\Scripts\Model\Range.cs" />
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<Compile Include="Assets\Scripts\Model\Rectangle.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadNetwork.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadNode.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadSegment.cs" />
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<Compile Include="Assets\Scripts\Model\Texture.cs" />
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<Compile Include="Assets\Scripts\Model\Vector2.cs" />
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<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Unity\BuildingMeshGenerator.cs" />
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<Compile Include="Assets\Scripts\Unity\InitializeScript.cs" />
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<Compile Include="Assets\Scripts\Unity\RoadMeshGenerator.cs" />
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@ -82,7 +83,6 @@
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<Compile Include="Assets\Scripts\Utils\Logger.cs" />
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<Compile Include="Assets\Scripts\Utils\QuadTree.cs" />
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<Compile Include="Assets\Scripts\Utils\RandomExtensions.cs" />
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<Compile Include="Assets\Scripts\Utils\Range.cs" />
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<Compile Include="Assets\Scripts\Utils\SerializationHelper.cs" />
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<Compile Include="Assets\Scripts\Utils\Task.cs" />
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<Compile Include="Assets\Scripts\Utils\Texture2DExtensions.cs" />
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@ -98,6 +98,12 @@
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<HintPath>C:/Program Files/Unity/Editor/Data/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="Assembly-CSharp-firstpass.csproj">
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<Project>{D8888F6A-ABE1-C49B-1A38-F65A81021668}</Project> <Name>Assembly-CSharp-firstpass</Name> </ProjectReference>
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<ProjectReference Include="Assembly-UnityScript-firstpass.unityproj">
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<Project>{6F824ECF-F2BC-827E-A29D-FB10759A3283}</Project> <Name>Assembly-UnityScript-firstpass</Name> </ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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Binary file not shown.
@ -100,7 +100,7 @@ namespace TransportGame.Generator
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private bool CanAllocate(Vector2 pos, BuildingLot lot0)
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{
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if (!lotTree.Boundary.Contains(pos))
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if (lot0.Points.Any(p => !lotTree.Boundary.Contains(p)))
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return false;
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// Test other lots
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@ -144,22 +144,39 @@ namespace TransportGame.Generator
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Polygon GeneratePrimitivePolygon(BuildingLot lot)
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{
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int sides = random.Next(3, 6); // Number of sides
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float angle = 2 * (float)Math.PI / sides; // Angle between sides
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float radius = random.NextSingle(lot.Size * 0.15f, lot.Size * 0.4f); // Length of a side
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Vector2 current = lot.Position + new Vector2(random.NextSingle(-lot.Size / 4, lot.Size / 4), random.NextSingle(-lot.Size / 4, lot.Size / 4));
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Vector2 dir = new Vector2(random.NextSingle(), random.NextSingle()).Normalized * radius;
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List<Vector2> points = new List<Vector2>();
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int sides = random.Next(4, 7); // Number of sides
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float angle = 2 * (float)Math.PI / sides; // Angle between sides
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bool ok;
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for (int i = 0; i < sides; i++)
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do
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{
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points.Add(current);
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current = current + dir;
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dir = dir.Rotate(angle);
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}
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// Reset
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ok = true;
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points.Clear();
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// Generate radius, start position and direction
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float radius = random.NextSingle(lot.Size * 0.25f, lot.Size * 0.5f); // Length of a side
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Vector2 current = lot.Position + new Vector2(random.NextSingle(-lot.Size / 2, lot.Size / 2), random.NextSingle(-lot.Size / 2, lot.Size / 2));
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Vector2 dir = new Vector2(random.NextSingle(), random.NextSingle()).Normalized * radius;
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// Generate polygon
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for (int i = 0; i < sides; i++)
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{
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points.Add(current);
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// Make sure every point is inside
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if (!lot.IsInside(current))
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{
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ok = false;
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break;
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}
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current = current + dir;
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dir = dir.Rotate(angle);
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}
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} while (!ok);
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return new Polygon(points);
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}
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@ -185,7 +202,7 @@ namespace TransportGame.Generator
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}
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else
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{
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b.LevelHeights[i] = random.NextSingle(ConfigManager.Buildgen.MinBuildingHeight, ConfigManager.Buildgen.MaxBuildingHeight);
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b.LevelHeights[i] = random.NextSingle(ConfigManager.Buildgen.MinBuildingHeight, ConfigManager.Buildgen.MaxBuildingHeight) * map.GetPopulation(lot.Position);
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}
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for (int j = 0; j < random.Next(ConfigManager.Buildgen.MaxPolygonsPerLevel); j++)
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@ -15,7 +15,7 @@ namespace TransportGame.Generator
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{
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// Generate range
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float mp = (float)(map.Width * map.Height) / (1024 * 1024); // For 4k x 4k range should be around 900
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map.PopulationCenterRange = mp * 155f / 5f + 1490f / 3f; // For 2k x 2k range should be around 600
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map.PopulationCenterRange = mp * 31f + 496.66f; // For 2k x 2k range should be around 600
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// Generate a number of points
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int maxPoints = 16 * (int) Math.Sqrt(mp);
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@ -27,8 +27,8 @@ namespace TransportGame.Generator
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do
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{
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px = random.Next(map.Width / 6, 5 * map.Width / 6);
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py = random.Next(map.Height / 6, 5 * map.Height / 6);
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px = random.Next(map.Width / 8, 7 * map.Width / 8);
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py = random.Next(map.Height / 8, 7 * map.Height / 8);
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}
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while (map.IsWater(px, py));
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@ -97,5 +97,29 @@ namespace TransportGame.Model
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return false;
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}
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/// <summary>
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/// Tests if a point is inside the building lot
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/// </summary>
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/// <param name="point"></param>
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/// <returns></returns>
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public bool IsInside(Vector2 point)
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{
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return IsInsideTriangle(point, Points[0], Points[1], Points[2]) || IsInsideTriangle(point, Points[0], Points[2], Points[3]);
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}
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private static float Sign(Vector2 a, Vector2 b, Vector2 c)
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{
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return (a.X - c.X) * (b.Y - c.Y) - (b.X - c.X) * (a.Y - c.Y);
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}
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private static bool IsInsideTriangle(Vector2 pt, Vector2 a, Vector2 b, Vector2 c)
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{
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bool b1 = Sign(pt, a, b) < 0;
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bool b2 = Sign(pt, b, c) < 0;
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bool b3 = Sign(pt, c, a) < 0;
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return (b1 == b2) && (b2 == b3);
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}
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}
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}
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@ -37,7 +37,7 @@ namespace TransportGame.Model.Config
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/// </summary>
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public float MaxBuildingHeight { get; set; }
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public float MinBuildingHeight { get; set; }
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/// <summary>
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/// Maximum number of primitive polygons to be generated per level
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/// </summary>
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@ -49,8 +49,8 @@ namespace TransportGame.Model.Config
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LotSquareMaxSize = 20f;
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LotSpacing = 0.1f;
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MaxLotAttempts = 3;
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MaxBuildingHeight = 20f;
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MinBuildingHeight = 4f;
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MaxBuildingHeight = 25f;
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MinBuildingHeight = 5f;
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MaxBuildingLevels = 7;
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MaxPolygonsPerLevel = 4;
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}
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@ -4,7 +4,7 @@ using System.Linq;
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using System.Text;
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using System.Xml.Serialization;
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namespace TransportGame.Utils
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namespace TransportGame.Model
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{
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public class Range
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{
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@ -3,7 +3,6 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml.Serialization;
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using UnityEngine;
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namespace TransportGame.Model
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{
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@ -277,5 +276,69 @@ namespace TransportGame.Model
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{
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return X.GetHashCode() * 7 + Y.GetHashCode();
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}
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private class LengthComparerImpl : IComparer<Vector2>
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{
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public int Compare(Vector2 a, Vector2 b)
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{
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if (a.LengthSq > b.LengthSq)
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return 1;
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if (a.LengthSq < b.LengthSq)
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return -1;
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return 0;
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}
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}
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private class TrigonometricComparerImpl : IComparer<Vector2>
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{
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private int Quad(Vector2 v)
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{
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if (v.Y >= 0)
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{
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if (v.X >= 0)
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return 0;
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return 1;
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}
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else
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{
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if (v.X < 0)
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return 2;
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return 3;
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}
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}
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public int Compare(Vector2 a, Vector2 b)
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{
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// If vectors are in different quadrants, we can use quadrant number
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int qa = Quad(a), qb = Quad(b);
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if (qa != qb)
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{
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return qa - qb;
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}
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// In same quadrant. Compute cross product which gives us sin(ab)*len(a)*len(b)
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// Vectors are in same quadrant, so angle should be less than 90deg
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float cross = Cross(a, b);
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if (cross < 0) // Angle > 180 degrees => a > b
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return 1;
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if (cross > 0) // Angle < 180 degrees => a < b
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return -1;
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// Points are on the same line. Use distance
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if (a.LengthSq > b.LengthSq)
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return 1;
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else if (a.LengthSq < b.LengthSq)
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return -1;
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// Points are equal
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return 0;
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}
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}
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public static IComparer<Vector2> LengthComparer = new LengthComparerImpl();
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public static IComparer<Vector2> TrigonomicComparer = new TrigonometricComparerImpl();
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}
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}
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uv.Add(v2);
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};
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// Add current node
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// Add the node
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addV(node.Position, 0);
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vindex += 1;
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// Sort adjacent segments in trigonometric order
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var segs = node.ArticulationSegments.OrderBy(segment =>
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{
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Vector2 dir = DirectionFrom(segment, node);
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if (dir.X >= 0 && dir.Y >= 0) // First quadrant:
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return dir.Y; // Y coordinate grows from 0 to 1
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else if (dir.X <= 0 && dir.Y >= 0) // Second quadrant:
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return 1 + Math.Abs(dir.X); // X goes from 0 to -1
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else if (dir.X <= 0 && dir.Y <= 0) // Third quadrant:
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return 2 + Math.Abs(dir.Y); // Y goes from 0 to -1
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else return 3 + dir.X; // Fourth quadrant: X grows from 0 to 1
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}).ToArray();
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var segs = node.ArticulationSegments.OrderBy(segment => DirectionFrom(segment, node), Vector2.TrigonomicComparer).ToArray();
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Vector2[] sideCrns = new Vector2[segs.Length];
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Vector2[] strCrns = new Vector2[segs.Length];
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@ -166,7 +152,7 @@ namespace TransportGame.Unity
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// Holds intersection points for perpendicular on segment that goes through sidewalk corners
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// 0, 1, 2, 3 - 0 sidewalk, 1 street, 2 street, 3 sidewalk (in trigonometric order). (when first segment)
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// 4, 5, 6, 7 - the same (when second segment)
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Vector2[,] p = new Vector2[8, segs.Length];
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Vector2[,] p = new Vector2[8, segs.Length];
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// Process each pair of segments
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for (int i = 0; i < segs.Length; ++i)
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(MonoDevelopProperties) = preSolution
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GlobalSection(MonoDevelopProperties) = preSolution
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StartupItem = Assembly-CSharp.csproj
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Policies = $0
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$0.TextStylePolicy = $1
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@ -29,7 +29,7 @@ Global
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(MonoDevelopProperties) = preSolution
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GlobalSection(MonoDevelopProperties) = preSolution
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StartupItem = Assembly-CSharp.csproj
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Policies = $0
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$0.TextStylePolicy = $1
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@ -16,7 +16,7 @@ Platform assembly: C:\Users\Tibi\Google Drive\FacultateCY\$ Licenta\Game\Transpo
|
||||
Loading C:\Users\Tibi\Google Drive\FacultateCY\$ Licenta\Game\TransportGame_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
|
||||
Platform assembly: C:\Users\Tibi\Google Drive\FacultateCY\$ Licenta\Game\TransportGame_Data\Managed\UnityEngine.UI.dll (this message is harmless)
|
||||
Loading C:\Users\Tibi\Google Drive\FacultateCY\$ Licenta\Game\TransportGame_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
|
||||
- Completed reload, in 0.050 seconds
|
||||
- Completed reload, in 0.045 seconds
|
||||
desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
|
||||
<RI> Initializing input.
|
||||
<RI> Input initialized.
|
||||
|
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@ -70,11 +70,13 @@
|
||||
<ItemGroup>
|
||||
<Compile Include="Assets\Scripts\Business\BiomeManager.cs" />
|
||||
<Compile Include="Assets\Scripts\Business\ConfigManager.cs" />
|
||||
<Compile Include="Assets\Scripts\Generator\BuildingGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Generator\CityGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Generator\PopulationCentersGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Generator\RoadGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Generator\TerrainGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Business\Generator\BuildingGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Business\Generator\CityGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Business\Generator\PopulationCentersGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Business\Generator\RoadGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Business\Generator\TerrainGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Business\Noise\NoiseGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Business\Noise\PerlinNoiseGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Biome.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Building.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\BuildingLot.cs" />
|
||||
@ -85,14 +87,13 @@
|
||||
<Compile Include="Assets\Scripts\Model\LineSegment.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Map.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Polygon.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Range.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Rectangle.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Road\RoadNetwork.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Road\RoadNode.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Road\RoadSegment.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Texture.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Vector2.cs" />
|
||||
<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Unity\BuildingMeshGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Unity\InitializeScript.cs" />
|
||||
<Compile Include="Assets\Scripts\Unity\RoadMeshGenerator.cs" />
|
||||
@ -104,7 +105,6 @@
|
||||
<Compile Include="Assets\Scripts\Utils\Logger.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\QuadTree.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\RandomExtensions.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\Range.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\SerializationHelper.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\Task.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\Texture2DExtensions.cs" />
|
||||
|
Loading…
Reference in New Issue
Block a user