Updated project to unity 5, finalized terrain generation
This commit is contained in:
parent
76527c2619
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@ -19,7 +19,7 @@
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@ -39,10 +39,10 @@
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@ -53,7 +53,10 @@
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@ -19,7 +19,7 @@
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@ -39,10 +39,10 @@
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@ -53,7 +53,10 @@
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@ -19,7 +19,7 @@
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@ -19,7 +19,7 @@
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<Compile Include="Assets\Scripts\Model\Config\TerrainGeneratorConfig.cs" />
|
<Compile Include="Assets\Scripts\Model\Config\TerrainGeneratorConfig.cs" />
|
||||||
<Compile Include="Assets\Scripts\Model\Map.cs" />
|
<Compile Include="Assets\Scripts\Model\Map.cs" />
|
||||||
<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
|
<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
|
||||||
<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
|
<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
|
||||||
<Compile Include="Assets\Scripts\TerrainGeneratorScript.cs" />
|
<Compile Include="Assets\Scripts\Unity\InitializeScript.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\Unity\TerrainGeneratorScript.cs" />
|
||||||
<Compile Include="Assets\Scripts\Utils\Algorithms.cs" />
|
<Compile Include="Assets\Scripts\Utils\Algorithms.cs" />
|
||||||
<Compile Include="Assets\Scripts\Utils\Algorithms\GridTraverseAlgorithm.cs" />
|
<Compile Include="Assets\Scripts\Utils\Algorithms\GridTraverseAlgorithm.cs" />
|
||||||
<Compile Include="Assets\Scripts\Utils\ColorHelper.cs" />
|
<Compile Include="Assets\Scripts\Utils\ColorHelper.cs" />
|
||||||
@ -71,7 +71,10 @@
|
|||||||
<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
|
<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
|
||||||
<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
|
<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
|
||||||
<Reference Include="UnityEngine.UI">
|
<Reference Include="UnityEngine.UI">
|
||||||
<HintPath>E:/SDKs/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
|
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="UnityEditor.iOS.Extensions.Xcode">
|
||||||
|
<HintPath>C:/Program Files/Unity/Editor/Data/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
@ -19,7 +19,7 @@
|
|||||||
<DebugType>full</DebugType>
|
<DebugType>full</DebugType>
|
||||||
<Optimize>false</Optimize>
|
<Optimize>false</Optimize>
|
||||||
<OutputPath>Temp\bin\Debug\</OutputPath>
|
<OutputPath>Temp\bin\Debug\</OutputPath>
|
||||||
<DefineConstants>DEBUG;TRACE;UNITY_5_0_0;UNITY_5_0;UNITY_5;ENABLE_LICENSE_RENAME;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_NONPRO;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
|
<DefineConstants>DEBUG;TRACE;UNITY_5_0_1;UNITY_5_0;UNITY_5;UNITY_64;ENABLE_LICENSE_RENAME;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_NONPRO;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
|
||||||
<ErrorReport>prompt</ErrorReport>
|
<ErrorReport>prompt</ErrorReport>
|
||||||
<WarningLevel>4</WarningLevel>
|
<WarningLevel>4</WarningLevel>
|
||||||
<NoWarn>0169</NoWarn>
|
<NoWarn>0169</NoWarn>
|
||||||
@ -39,22 +39,26 @@
|
|||||||
<Reference Include="System.Core" />
|
<Reference Include="System.Core" />
|
||||||
<Reference Include="System.Xml.Linq" />
|
<Reference Include="System.Xml.Linq" />
|
||||||
<Reference Include="UnityEngine">
|
<Reference Include="UnityEngine">
|
||||||
<HintPath>E:/SDKs/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
|
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEditor">
|
<Reference Include="UnityEditor">
|
||||||
<HintPath>E:/SDKs/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
|
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\CharacterMotor.js" />
|
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\CharacterMotor.js" />
|
||||||
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FPSInputController.js" />
|
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FPSInputController.js" />
|
||||||
|
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FlyCam.js" />
|
||||||
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\PlatformInputController.js" />
|
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\PlatformInputController.js" />
|
||||||
<None Include="Assets\Data\Config\tergen.xml" />
|
<None Include="Assets\Data\Config\tergen.xml" />
|
||||||
<None Include="Assets\Data\Biomes\Mountain\Mountain.xml" />
|
<None Include="Assets\Data\Biomes\Mountain\Mountain.xml" />
|
||||||
<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
|
<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
|
||||||
<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
|
<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
|
||||||
<Reference Include="UnityEngine.UI">
|
<Reference Include="UnityEngine.UI">
|
||||||
<HintPath>E:/SDKs/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
|
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="UnityEditor.iOS.Extensions.Xcode">
|
||||||
|
<HintPath>C:/Program Files/Unity/Editor/Data/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||||
|
@ -19,7 +19,7 @@
|
|||||||
<DebugType>full</DebugType>
|
<DebugType>full</DebugType>
|
||||||
<Optimize>false</Optimize>
|
<Optimize>false</Optimize>
|
||||||
<OutputPath>Temp\bin\Debug\</OutputPath>
|
<OutputPath>Temp\bin\Debug\</OutputPath>
|
||||||
<DefineConstants>DEBUG;TRACE;UNITY_5_0_0;UNITY_5_0;UNITY_5;ENABLE_LICENSE_RENAME;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_NONPRO;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
|
<DefineConstants>DEBUG;TRACE;UNITY_5_0_1;UNITY_5_0;UNITY_5;UNITY_64;ENABLE_LICENSE_RENAME;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_NONPRO;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
|
||||||
<ErrorReport>prompt</ErrorReport>
|
<ErrorReport>prompt</ErrorReport>
|
||||||
<WarningLevel>4</WarningLevel>
|
<WarningLevel>4</WarningLevel>
|
||||||
<NoWarn>0169</NoWarn>
|
<NoWarn>0169</NoWarn>
|
||||||
@ -39,22 +39,26 @@
|
|||||||
<Reference Include="System.Core" />
|
<Reference Include="System.Core" />
|
||||||
<Reference Include="System.Xml.Linq" />
|
<Reference Include="System.Xml.Linq" />
|
||||||
<Reference Include="UnityEngine">
|
<Reference Include="UnityEngine">
|
||||||
<HintPath>E:/SDKs/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
|
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEditor">
|
<Reference Include="UnityEditor">
|
||||||
<HintPath>E:/SDKs/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
|
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\CharacterMotor.js" />
|
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\CharacterMotor.js" />
|
||||||
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FPSInputController.js" />
|
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FPSInputController.js" />
|
||||||
|
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FlyCam.js" />
|
||||||
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\PlatformInputController.js" />
|
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\PlatformInputController.js" />
|
||||||
<None Include="Assets\Data\Config\tergen.xml" />
|
<None Include="Assets\Data\Config\tergen.xml" />
|
||||||
<None Include="Assets\Data\Biomes\Mountain\Mountain.xml" />
|
<None Include="Assets\Data\Biomes\Mountain\Mountain.xml" />
|
||||||
<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
|
<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
|
||||||
<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
|
<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
|
||||||
<Reference Include="UnityEngine.UI">
|
<Reference Include="UnityEngine.UI">
|
||||||
<HintPath>E:/SDKs/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
|
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="UnityEditor.iOS.Extensions.Xcode">
|
||||||
|
<HintPath>C:/Program Files/Unity/Editor/Data/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||||
|
Binary file not shown.
19
Game/Assets/Scripts/Generator/RoadGenerator.cs
Normal file
19
Game/Assets/Scripts/Generator/RoadGenerator.cs
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using TransportGame.Model;
|
||||||
|
|
||||||
|
namespace Assets.Scripts.Generator
|
||||||
|
{
|
||||||
|
public class RoadGenerator
|
||||||
|
{
|
||||||
|
public RoadGenerator()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Generate(Map map)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -1,234 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
using System.Text;
|
|
||||||
using TransportGame.Business;
|
|
||||||
using TransportGame.Model;
|
|
||||||
|
|
||||||
namespace TransportGame.Generator
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Simulates water erosion
|
|
||||||
/// </summary>
|
|
||||||
public class TerrainEroder
|
|
||||||
{
|
|
||||||
#region Constants
|
|
||||||
|
|
||||||
/// <summary> Direction vector (X)</summary>
|
|
||||||
/// <remarks>
|
|
||||||
/// In order: Center, North, North-East, East, South-East, South, South-West, West, North-West
|
|
||||||
/// </remarks>
|
|
||||||
readonly static private int[] DirectionsX = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
|
|
||||||
|
|
||||||
/// <summary> Direction vector (Y)</summary>
|
|
||||||
/// <remarks>
|
|
||||||
/// In order: Center, North, North-East, East, South-East, South, South-West, West, North-West
|
|
||||||
/// </remarks>
|
|
||||||
readonly static private int[] DirectionsY = { 0, -1, -1, 0, 1, 1, 1, 0, -1 };
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Public properties
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Gets the terrain to erode
|
|
||||||
/// </summary>
|
|
||||||
public Map Terrain { get; private set; }
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
protected int SpringCount { get { return ConfigurationManager.TerrGenConfig.ErodePoints; } }
|
|
||||||
protected int IterationCount { get { return ConfigurationManager.TerrGenConfig.ErodeIterations; } }
|
|
||||||
protected float ErosionAmount { get { return ConfigurationManager.TerrGenConfig.ErodeAmountPercent; } }
|
|
||||||
|
|
||||||
#region Private variables
|
|
||||||
|
|
||||||
private Random random = new Random();
|
|
||||||
private float[,] water;
|
|
||||||
private int[] springsX;
|
|
||||||
private int[] springsY;
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
public TerrainEroder(Map terrain)
|
|
||||||
{
|
|
||||||
this.Terrain = terrain;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Erode()
|
|
||||||
{
|
|
||||||
Initialize();
|
|
||||||
GenerateSprings();
|
|
||||||
|
|
||||||
for (int i = 0; i < IterationCount; i++)
|
|
||||||
NextIteration();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Initialize()
|
|
||||||
{
|
|
||||||
// Initialize matrices
|
|
||||||
water = new float[Terrain.Width, Terrain.Height];
|
|
||||||
}
|
|
||||||
|
|
||||||
private void GenerateSprings()
|
|
||||||
{
|
|
||||||
// Step 1: Generate random points, which will be the water springs
|
|
||||||
springsX = new int[SpringCount];
|
|
||||||
springsY = new int[SpringCount];
|
|
||||||
|
|
||||||
for (int i = 0; i < SpringCount; i++)
|
|
||||||
{
|
|
||||||
springsX[i] = random.Next(0, Terrain.Width);
|
|
||||||
springsY[i] = random.Next(0, Terrain.Height);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Step 2: Find local maximums, where the springs are placed
|
|
||||||
bool changed;
|
|
||||||
int iterations = 100;
|
|
||||||
|
|
||||||
do
|
|
||||||
{
|
|
||||||
changed = false;
|
|
||||||
for (int i = 0; i < SpringCount; i++)
|
|
||||||
{
|
|
||||||
// Find best neighbour
|
|
||||||
float maxHeight = Terrain[springsX[i], springsY[i]];
|
|
||||||
int maxDir = 0;
|
|
||||||
|
|
||||||
ForEachDirection(springsX[i], springsY[i], (dx, dy, dir) =>
|
|
||||||
{
|
|
||||||
if (Terrain[dx, dy] >= maxHeight)
|
|
||||||
{
|
|
||||||
maxHeight = Terrain[dx, dy];
|
|
||||||
maxDir = dir;
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
if (maxDir > 0)
|
|
||||||
{
|
|
||||||
springsX[i] += DirectionsX[maxDir];
|
|
||||||
springsY[i] += DirectionsY[maxDir];
|
|
||||||
changed = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
--iterations;
|
|
||||||
} while (changed && iterations > 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void NextIteration()
|
|
||||||
{
|
|
||||||
Step1_RainAndErode();
|
|
||||||
Step2_MoveWater();
|
|
||||||
Step3_Evaporate();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Step1_RainAndErode()
|
|
||||||
{
|
|
||||||
// Springs generate a lot of water
|
|
||||||
for (int i = 0; i < SpringCount; i++)
|
|
||||||
water[springsX[i], springsY[i]] += 100f;
|
|
||||||
|
|
||||||
// Rain in the rest of the terrain
|
|
||||||
for (int x = 0; x < Terrain.Width; x++)
|
|
||||||
for (int y = 0; y < Terrain.Height; y++)
|
|
||||||
{
|
|
||||||
water[x, y] += 1f;
|
|
||||||
|
|
||||||
// Erode some terrain
|
|
||||||
Terrain[x, y] -= ErosionAmount * water[x, y];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Step2_MoveWater()
|
|
||||||
{
|
|
||||||
for (int x = 0; x < Terrain.Width; x++)
|
|
||||||
for (int y = 0; y < Terrain.Height; y++)
|
|
||||||
{
|
|
||||||
List<int> directions = new List<int>();
|
|
||||||
|
|
||||||
// Find relevant directions
|
|
||||||
ForEachDirection(x, y, (dx, dy, dir) =>
|
|
||||||
{
|
|
||||||
if (Level(x, y) > Level(dx, dy))
|
|
||||||
directions.Add(dir);
|
|
||||||
});
|
|
||||||
|
|
||||||
// Order directions by level
|
|
||||||
directions.Sort((dir1, dir2) =>
|
|
||||||
{
|
|
||||||
float level1 = Level(x + DirectionsX[dir1], y + DirectionsY[dir1]);
|
|
||||||
float level2 = Level(x + DirectionsX[dir2], y + DirectionsY[dir2]);
|
|
||||||
|
|
||||||
return Convert.ToInt32(100 * (level1 - level2));
|
|
||||||
});
|
|
||||||
|
|
||||||
// Distribute water
|
|
||||||
for (int dirIndex = 0; dirIndex < directions.Count; dirIndex++)
|
|
||||||
{
|
|
||||||
int dir = directions[dirIndex];
|
|
||||||
|
|
||||||
// We distribute all the water equally to cells from
|
|
||||||
// directions 0..dir.
|
|
||||||
float distributeAmount = water[x, y] / (dirIndex + 1);
|
|
||||||
|
|
||||||
// If the resulting level is higher than the level of the next direction,
|
|
||||||
// we only add the level difference
|
|
||||||
if (dirIndex < directions.Count - 1)
|
|
||||||
{
|
|
||||||
int dx = x + DirectionsX[dir], dy = y + DirectionsY[dir];
|
|
||||||
int dx1 = x + DirectionsX[directions[dirIndex + 1]], dy1 = y + DirectionsY[directions[dirIndex + 1]];
|
|
||||||
|
|
||||||
distributeAmount = Math.Min(distributeAmount, Level(dx1, dy1) - Level(dx, dy));
|
|
||||||
}
|
|
||||||
|
|
||||||
// Distribute water & sediment
|
|
||||||
for (int dirDistribIndex = 0; dirDistribIndex < dirIndex; dirDistribIndex++)
|
|
||||||
{
|
|
||||||
int dirDistrib = directions[dirDistribIndex];
|
|
||||||
water[x + DirectionsX[dirDistrib], y + DirectionsY[dirDistrib]] += distributeAmount;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Subtract from current cell
|
|
||||||
water[x, y] -= distributeAmount * (dirIndex + 1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Step3_Evaporate()
|
|
||||||
{
|
|
||||||
for (int x = 0; x < Terrain.Width; x++)
|
|
||||||
for (int y = 0; y < Terrain.Height; y++)
|
|
||||||
{
|
|
||||||
// Some sediment deposits
|
|
||||||
Terrain[x, y] += water[x, y] * ErosionAmount;
|
|
||||||
|
|
||||||
// Water evaporates
|
|
||||||
water[x, y] *= .5f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ForEachDirection(int x, int y, Action<int, int, int> action)
|
|
||||||
{
|
|
||||||
for (int dir = 1; dir < DirectionsX.Length; dir++)
|
|
||||||
{
|
|
||||||
int dx = x + DirectionsX[dir];
|
|
||||||
int dy = y + DirectionsY[dir];
|
|
||||||
|
|
||||||
if (Terrain.IsInside(dx, dy))
|
|
||||||
action(dx, dy, dir);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Gets the soil + water level
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="x">x coordinate</param>
|
|
||||||
/// <param name="y">y coordinate</param>
|
|
||||||
/// <returns>level</returns>
|
|
||||||
private float Level(int x, int y)
|
|
||||||
{
|
|
||||||
return Terrain[x, y] + water[x, y];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -27,7 +27,7 @@ namespace TransportGame.Generator
|
|||||||
Noise = new PerlinNoiseGenerator();
|
Noise = new PerlinNoiseGenerator();
|
||||||
|
|
||||||
if (ConfigurationManager.TerrGenConfig == null)
|
if (ConfigurationManager.TerrGenConfig == null)
|
||||||
throw new Exception("WTF?");
|
throw new Exception("Not initialized!");
|
||||||
|
|
||||||
Noise.Octaves = ConfigurationManager.TerrGenConfig.NoiseOctaves;
|
Noise.Octaves = ConfigurationManager.TerrGenConfig.NoiseOctaves;
|
||||||
Noise.NonLinearPower = ConfigurationManager.TerrGenConfig.NoiseNonLinearPower;
|
Noise.NonLinearPower = ConfigurationManager.TerrGenConfig.NoiseNonLinearPower;
|
||||||
@ -50,12 +50,6 @@ namespace TransportGame.Generator
|
|||||||
float waterAmount = random.NextSingle(map.Biome.Moisture.Minimum, map.Biome.Moisture.Maximum);
|
float waterAmount = random.NextSingle(map.Biome.Moisture.Minimum, map.Biome.Moisture.Maximum);
|
||||||
map.WaterLevel = Mathf.Pow(waterAmount, ConfigurationManager.TerrGenConfig.WaterNonLinearPower) * map.Biome.Height;
|
map.WaterLevel = Mathf.Pow(waterAmount, ConfigurationManager.TerrGenConfig.WaterNonLinearPower) * map.Biome.Height;
|
||||||
|
|
||||||
DumpData(map, "1generated.map");
|
|
||||||
|
|
||||||
// Simulate water erosion
|
|
||||||
new TerrainEroder(map).Erode();
|
|
||||||
DumpData(map, "2eroded.map");
|
|
||||||
|
|
||||||
return map;
|
return map;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,12 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: c1e1bcc13284685449456c96db1d1754
|
|
||||||
timeCreated: 1425647800
|
|
||||||
licenseType: Free
|
|
||||||
MonoImporter:
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: -100
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
11
Game/Assets/Scripts/Model/Texture.cs
Normal file
11
Game/Assets/Scripts/Model/Texture.cs
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
|
||||||
|
namespace Assets.Scripts.Model
|
||||||
|
{
|
||||||
|
class Texture
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 204c90c5b648fab4eaf221d2d96e56c9
|
|
||||||
MonoImporter:
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
@ -10,8 +10,8 @@ public class TerrainGeneratorScript : MonoBehaviour
|
|||||||
{
|
{
|
||||||
private Map map = null;
|
private Map map = null;
|
||||||
|
|
||||||
public int TerrainWidth = 256;
|
public int TerrainWidth = 1024;
|
||||||
public int TerrainHeight = 256;
|
public int TerrainHeight = 1024;
|
||||||
public GameObject WaterObject;
|
public GameObject WaterObject;
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
@ -20,7 +20,7 @@ public class TerrainGeneratorScript : MonoBehaviour
|
|||||||
StartCoroutine(GenerateMap());
|
StartCoroutine(GenerateMap());
|
||||||
}
|
}
|
||||||
|
|
||||||
private void GenerateMapThread()
|
private void GenerateTerrainThread()
|
||||||
{
|
{
|
||||||
TerrainGenerator generator = new TerrainGenerator();
|
TerrainGenerator generator = new TerrainGenerator();
|
||||||
map = generator.Generate(TerrainWidth, TerrainHeight);
|
map = generator.Generate(TerrainWidth, TerrainHeight);
|
||||||
@ -51,7 +51,7 @@ public class TerrainGeneratorScript : MonoBehaviour
|
|||||||
private IEnumerator GenerateMap()
|
private IEnumerator GenerateMap()
|
||||||
{
|
{
|
||||||
// Wait for the map generation thread
|
// Wait for the map generation thread
|
||||||
foreach (var i in Task.RunAsync(GenerateMapThread))
|
foreach (var i in Task.RunAsync(GenerateTerrainThread))
|
||||||
yield return i;
|
yield return i;
|
||||||
|
|
||||||
// Generate terrain data
|
// Generate terrain data
|
||||||
@ -78,6 +78,9 @@ public class TerrainGeneratorScript : MonoBehaviour
|
|||||||
MeshFilter waterMesh = WaterObject.GetComponent<MeshFilter>();
|
MeshFilter waterMesh = WaterObject.GetComponent<MeshFilter>();
|
||||||
waterMesh.mesh = GenerateWater();
|
waterMesh.mesh = GenerateWater();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Set up textures
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
@ -0,0 +1,67 @@
|
|||||||
|
/*
|
||||||
|
Writen by Windexglow 11-13-10. Use it, edit it, steal it I don't care.
|
||||||
|
Simple flycam I made, since I couldn't find any others made public.
|
||||||
|
Made simple to use (drag and drop, done) for regular keyboard layout
|
||||||
|
wasd : basic movement
|
||||||
|
shift : Makes camera accelerate
|
||||||
|
space : Moves camera on X and Z axis only. So camera doesn't gain any height*/
|
||||||
|
|
||||||
|
|
||||||
|
var mainSpeed : float = 100.0; //regular speed
|
||||||
|
var shiftAdd : float = 250.0; //multiplied by how long shift is held. Basically running
|
||||||
|
var maxShift : float = 1000.0; //Maximum speed when holdin gshift
|
||||||
|
var camSens : float = 0.25; //How sensitive it with mouse
|
||||||
|
private var lastMouse = Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play)
|
||||||
|
private var totalRun : float = 1.0;
|
||||||
|
|
||||||
|
function Update () {
|
||||||
|
lastMouse = Input.mousePosition - lastMouse ;
|
||||||
|
lastMouse = Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0 );
|
||||||
|
lastMouse = Vector3(transform.eulerAngles.x + lastMouse.x , transform.eulerAngles.y + lastMouse.y, 0);
|
||||||
|
transform.eulerAngles = lastMouse;
|
||||||
|
lastMouse = Input.mousePosition;
|
||||||
|
//Mouse camera angle done.
|
||||||
|
|
||||||
|
//Keyboard commands
|
||||||
|
var f : float = 0.0;
|
||||||
|
var p = GetBaseInput();
|
||||||
|
if (Input.GetKey (KeyCode.LeftShift)){
|
||||||
|
totalRun += Time.deltaTime;
|
||||||
|
p = p * totalRun * shiftAdd;
|
||||||
|
p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
|
||||||
|
p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
|
||||||
|
p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
totalRun = Mathf.Clamp(totalRun * 0.5, 1, 1000);
|
||||||
|
p = p * mainSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
|
p = p * Time.deltaTime;
|
||||||
|
if (Input.GetKey(KeyCode.Space)){ //If player wants to move on X and Z axis only
|
||||||
|
f = transform.position.y;
|
||||||
|
transform.Translate(p);
|
||||||
|
transform.position.y = f;
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
transform.Translate( p);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private function GetBaseInput() : Vector3 { //returns the basic values, if it's 0 than it's not active.
|
||||||
|
var p_Velocity : Vector3;
|
||||||
|
if (Input.GetKey (KeyCode.W)){
|
||||||
|
p_Velocity += Vector3(0, 0 , 1);
|
||||||
|
}
|
||||||
|
if (Input.GetKey (KeyCode.S)){
|
||||||
|
p_Velocity += Vector3(0, 0 , -1);
|
||||||
|
}
|
||||||
|
if (Input.GetKey (KeyCode.A)){
|
||||||
|
p_Velocity += Vector3(-1, 0 , 0);
|
||||||
|
}
|
||||||
|
if (Input.GetKey (KeyCode.D)){
|
||||||
|
p_Velocity += Vector3(1, 0 , 0);
|
||||||
|
}
|
||||||
|
return p_Velocity;
|
||||||
|
}
|
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@ -1,7 +1,18 @@
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|
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|
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|
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|
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|
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||||||
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|
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|
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|
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@ -1,9 +1,12 @@
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<Properties>
|
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|
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|
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|
||||||
<MonoDevelop.Ide.Workbench ActiveDocument="e:\Facultate\$ Licenta\Game\Assets\Scripts\Generators\MapImageRenderer.cs">
|
<MonoDevelop.Ide.Workbench ActiveDocument="Assets\Scripts\Unity\TerrainGeneratorScript.cs">
|
||||||
<Files>
|
<Files>
|
||||||
<File FileName="Assets\Scripts\Test.cs" Line="7" Column="4" />
|
<File FileName="Assets\Scripts\Business\BiomeManager.cs" Line="55" Column="1" />
|
||||||
<File FileName="e:\Facultate\$ Licenta\Game\Assets\Scripts\Generators\MapImageRenderer.cs" Line="12" Column="19" />
|
<File FileName="Assets\Scripts\Generator\TerrainGenerator.cs" Line="1" Column="1" />
|
||||||
|
<File FileName="Assets\Scripts\Unity\InitializeScript.cs" Line="1" Column="1" />
|
||||||
|
<File FileName="Assets\Scripts\Model\Biome.cs" Line="1" Column="1" />
|
||||||
|
<File FileName="Assets\Scripts\Unity\TerrainGeneratorScript.cs" Line="83" Column="3" />
|
||||||
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|
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|
||||||
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@ -1 +1 @@
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5;0;-1
|
19;0;-1
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@ -1,2 +1,2 @@
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0000.55154b60.0000
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0000.54eca946.0000
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0000.55154ba6.0000
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Game/Library/ShaderCache/0/00072aed2a62c7057997e041278bf1b5.bin
Normal file
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Game/Library/ShaderCache/0/00072aed2a62c7057997e041278bf1b5.bin
Normal file
Binary file not shown.
BIN
Game/Library/ShaderCache/0/0070702fb66aa3a7d436324715fafeb3.bin
Normal file
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Normal file
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Normal file
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Normal file
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Normal file
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Game/Library/ShaderCache/0/01c549243649f334de07e5f97df607e9.bin
Normal file
Binary file not shown.
BIN
Game/Library/ShaderCache/0/021def425fd40884f263a772e66c02e6.bin
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BIN
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Normal file
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Normal file
Binary file not shown.
BIN
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Normal file
BIN
Game/Library/ShaderCache/0/0343dd70cc0e33bd26eab068622218b2.bin
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Game/Library/ShaderCache/0/0420edb4ea6b8ef0d5e7437a05876307.bin
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Game/Library/ShaderCache/0/0420edb4ea6b8ef0d5e7437a05876307.bin
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Game/Library/ShaderCache/0/042d96477f7704a9387dabcf4a07de0e.bin
Normal file
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Game/Library/ShaderCache/0/042d96477f7704a9387dabcf4a07de0e.bin
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Game/Library/ShaderCache/0/0441fd2376f5786a5c68073ac5fc6acb.bin
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Game/Library/ShaderCache/0/0441fd2376f5786a5c68073ac5fc6acb.bin
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Game/Library/ShaderCache/0/04529e61403d02d7705124f21a85bacf.bin
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Game/Library/ShaderCache/0/04529e61403d02d7705124f21a85bacf.bin
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Game/Library/ShaderCache/0/0463e3f8fb84adcd1cf39ab417bb3c82.bin
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Game/Library/ShaderCache/0/0463e3f8fb84adcd1cf39ab417bb3c82.bin
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Game/Library/ShaderCache/0/05915d2904f850bfa4c3683f97f258bd.bin
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Game/Library/ShaderCache/0/05915d2904f850bfa4c3683f97f258bd.bin
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Game/Library/ShaderCache/0/063271fdd0c6703a7145ca861acbea9e.bin
Normal file
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Game/Library/ShaderCache/0/063271fdd0c6703a7145ca861acbea9e.bin
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Game/Library/ShaderCache/0/0640b9a36b927ffe72c686f0d3047c88.bin
Normal file
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Game/Library/ShaderCache/0/0640b9a36b927ffe72c686f0d3047c88.bin
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Game/Library/ShaderCache/0/067ad363dfc5c695fda89c6a863eda20.bin
Normal file
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Game/Library/ShaderCache/0/067ad363dfc5c695fda89c6a863eda20.bin
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Game/Library/ShaderCache/0/068f4c389e96eafc27bf737378a36a66.bin
Normal file
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Game/Library/ShaderCache/0/068f4c389e96eafc27bf737378a36a66.bin
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Game/Library/ShaderCache/0/06d012c01208d6fbf30f16d3232f4d60.bin
Normal file
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Game/Library/ShaderCache/0/06d012c01208d6fbf30f16d3232f4d60.bin
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Game/Library/ShaderCache/0/070f6ac94e09801f604b113afc959178.bin
Normal file
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Game/Library/ShaderCache/0/070f6ac94e09801f604b113afc959178.bin
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Game/Library/ShaderCache/0/075862f307b7191426790e0380dfffb7.bin
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Game/Library/ShaderCache/0/075862f307b7191426790e0380dfffb7.bin
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Game/Library/ShaderCache/0/07c9cc77ddd78a22b788e23624776102.bin
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Game/Library/ShaderCache/0/07c9cc77ddd78a22b788e23624776102.bin
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Game/Library/ShaderCache/0/093bba639b60edb3d6e337f59f0a205a.bin
Normal file
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Game/Library/ShaderCache/0/093bba639b60edb3d6e337f59f0a205a.bin
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Game/Library/ShaderCache/0/097adb856ea76576d62c38d7c8143f02.bin
Normal file
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Game/Library/ShaderCache/0/097adb856ea76576d62c38d7c8143f02.bin
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Game/Library/ShaderCache/0/099646d1d6d14a976e4a610a30edb3ba.bin
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Game/Library/ShaderCache/0/099646d1d6d14a976e4a610a30edb3ba.bin
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Game/Library/ShaderCache/0/0a0e13ab80bf1497523585f3bfc55619.bin
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Game/Library/ShaderCache/0/0a0e13ab80bf1497523585f3bfc55619.bin
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Game/Library/ShaderCache/0/0a27af3988ed668ebe392f447ae2f8ee.bin
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Game/Library/ShaderCache/0/0a27af3988ed668ebe392f447ae2f8ee.bin
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Game/Library/ShaderCache/0/0b634534b07961eeaaae6327ae4f22a7.bin
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Game/Library/ShaderCache/0/0b634534b07961eeaaae6327ae4f22a7.bin
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Game/Library/ShaderCache/0/0c2a32646f1926f152b065734838fe14.bin
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Game/Library/ShaderCache/0/0c2a32646f1926f152b065734838fe14.bin
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Game/Library/ShaderCache/0/0c78ba89782fd9830ae63959f60075ab.bin
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Game/Library/ShaderCache/0/0c78ba89782fd9830ae63959f60075ab.bin
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Game/Library/ShaderCache/0/0cbf0bc5880ee653d4c9ffa1686de686.bin
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Game/Library/ShaderCache/0/0cbf0bc5880ee653d4c9ffa1686de686.bin
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Game/Library/ShaderCache/0/0db449abd035bfda31bbd64fe0342d7b.bin
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Game/Library/ShaderCache/0/0db449abd035bfda31bbd64fe0342d7b.bin
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Game/Library/ShaderCache/0/0e8c63121e8e2f338184c5e7a9e9503f.bin
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Game/Library/ShaderCache/0/0e8c63121e8e2f338184c5e7a9e9503f.bin
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Game/Library/ShaderCache/0/0f05937ae60079c307451a41212586b3.bin
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Game/Library/ShaderCache/0/0f05937ae60079c307451a41212586b3.bin
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Game/Library/ShaderCache/0/0fa3e4aecb26a9e10f1956e364000b4c.bin
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Game/Library/ShaderCache/0/0fa3e4aecb26a9e10f1956e364000b4c.bin
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Game/Library/ShaderCache/0/0fda311067ae0e94423f025e4769d0dc.bin
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Game/Library/ShaderCache/0/0fda311067ae0e94423f025e4769d0dc.bin
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Game/Library/ShaderCache/1/1053c5de55c42e58f785395f70c0d161.bin
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Game/Library/ShaderCache/1/1053c5de55c42e58f785395f70c0d161.bin
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Game/Library/ShaderCache/1/10f32480dc821d988ec1c6c7ca2755d0.bin
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Game/Library/ShaderCache/1/10f32480dc821d988ec1c6c7ca2755d0.bin
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Game/Library/ShaderCache/1/1175a2575dc86d67151eaa7618c9d146.bin
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Game/Library/ShaderCache/1/1175a2575dc86d67151eaa7618c9d146.bin
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Game/Library/ShaderCache/1/11805260a10a11dacbdf60f612bb8995.bin
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Game/Library/ShaderCache/1/11805260a10a11dacbdf60f612bb8995.bin
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Game/Library/ShaderCache/1/12fb7e58482ae277ae6a1b5d236c1b81.bin
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Game/Library/ShaderCache/1/12fb7e58482ae277ae6a1b5d236c1b81.bin
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Game/Library/ShaderCache/1/13050c6e8e6483dd858318c73dc12d81.bin
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Game/Library/ShaderCache/1/13050c6e8e6483dd858318c73dc12d81.bin
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Game/Library/ShaderCache/1/14673517a55f8b49a48cc208f1539275.bin
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Game/Library/ShaderCache/1/14673517a55f8b49a48cc208f1539275.bin
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Game/Library/ShaderCache/1/14a804a81793cd5dc428ca7d49a61f13.bin
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Game/Library/ShaderCache/1/14a804a81793cd5dc428ca7d49a61f13.bin
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Game/Library/ShaderCache/1/14ff3acc990a27f6dbd3965a039e7d6a.bin
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Game/Library/ShaderCache/1/14ff3acc990a27f6dbd3965a039e7d6a.bin
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Game/Library/ShaderCache/1/151e136acb5a8d1c0efa024b8877a111.bin
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Game/Library/ShaderCache/1/151e136acb5a8d1c0efa024b8877a111.bin
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Game/Library/ShaderCache/1/1727f9c91410d891442c840bd0769a17.bin
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Game/Library/ShaderCache/1/1727f9c91410d891442c840bd0769a17.bin
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Game/Library/ShaderCache/1/17f0ec4bc2715e9e695ad5e19c3e753f.bin
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Game/Library/ShaderCache/1/17f0ec4bc2715e9e695ad5e19c3e753f.bin
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Game/Library/ShaderCache/1/1856556a6eee4520387c8f3e5e4dbbf6.bin
Normal file
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Game/Library/ShaderCache/1/1856556a6eee4520387c8f3e5e4dbbf6.bin
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Game/Library/ShaderCache/1/1871d168e785071d4fe7c3a52d517f87.bin
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Game/Library/ShaderCache/1/1871d168e785071d4fe7c3a52d517f87.bin
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Game/Library/ShaderCache/1/19516bc8b27ca0b8a5b6e9d9549c43b3.bin
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Game/Library/ShaderCache/1/19516bc8b27ca0b8a5b6e9d9549c43b3.bin
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Game/Library/ShaderCache/1/198e336b210dc589374a47cefd912f29.bin
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Game/Library/ShaderCache/1/198e336b210dc589374a47cefd912f29.bin
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Game/Library/ShaderCache/1/19aaaa0b76f94eab292c9b71de697e7c.bin
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Game/Library/ShaderCache/1/19aaaa0b76f94eab292c9b71de697e7c.bin
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Game/Library/ShaderCache/1/19b9c3b31d47cb9851457677b31ddcf3.bin
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Game/Library/ShaderCache/1/19b9c3b31d47cb9851457677b31ddcf3.bin
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Game/Library/ShaderCache/1/1a06e9f09aca642acd76b9744dda3350.bin
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Game/Library/ShaderCache/1/1a06e9f09aca642acd76b9744dda3350.bin
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Game/Library/ShaderCache/1/1a7f94ea7a92a8a8aca1e3be2186c9b9.bin
Normal file
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Game/Library/ShaderCache/1/1a7f94ea7a92a8a8aca1e3be2186c9b9.bin
Normal file
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Game/Library/ShaderCache/1/1a83fbae9095a30101899f35a7ceb66e.bin
Normal file
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Game/Library/ShaderCache/1/1a83fbae9095a30101899f35a7ceb66e.bin
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Game/Library/ShaderCache/1/1ab2d2333bce04a163db1b22f694f1fb.bin
Normal file
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Game/Library/ShaderCache/1/1ab2d2333bce04a163db1b22f694f1fb.bin
Normal file
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Game/Library/ShaderCache/1/1abc7262e6d2945f847c0946dae4a80f.bin
Normal file
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Game/Library/ShaderCache/1/1abc7262e6d2945f847c0946dae4a80f.bin
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Game/Library/ShaderCache/1/1ac59e850ca733de06a7bd1665bbf90e.bin
Normal file
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Game/Library/ShaderCache/1/1ac59e850ca733de06a7bd1665bbf90e.bin
Normal file
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Game/Library/ShaderCache/1/1adfda8801598a23bdc28130109eb051.bin
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Game/Library/ShaderCache/1/1adfda8801598a23bdc28130109eb051.bin
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Game/Library/ShaderCache/1/1af80a193531673234602a4e3cc903c4.bin
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Game/Library/ShaderCache/1/1af80a193531673234602a4e3cc903c4.bin
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Game/Library/ShaderCache/1/1b6af8b95c439e1d6de2a3acde0b14cb.bin
Normal file
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Game/Library/ShaderCache/1/1b6af8b95c439e1d6de2a3acde0b14cb.bin
Normal file
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Reference in New Issue
Block a user