Updated project to unity 5, finalized terrain generation
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@ -1,68 +1,71 @@
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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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||||||
@ -71,10 +71,13 @@
|
|||||||
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||||||
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@ -19,7 +19,7 @@
|
|||||||
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@ -39,24 +39,24 @@
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|||||||
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||||||
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||||||
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|
<Compile Include="Assets\Scripts\Business\ConfigurationManager.cs" />
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||||||
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|
<Compile Include="Assets\Scripts\Generator\RoadGenerator.cs" />
|
||||||
<Compile Include="Assets\Scripts\Generator\TerrainGenerator.cs" />
|
<Compile Include="Assets\Scripts\Generator\TerrainGenerator.cs" />
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||||||
<Compile Include="Assets\Scripts\InitializeScript.cs" />
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|
||||||
<Compile Include="Assets\Scripts\Model\Biome.cs" />
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<Compile Include="Assets\Scripts\Model\Biome.cs" />
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||||||
<Compile Include="Assets\Scripts\Model\Config\TerrainGeneratorConfig.cs" />
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<Compile Include="Assets\Scripts\Model\Config\TerrainGeneratorConfig.cs" />
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||||||
<Compile Include="Assets\Scripts\Model\Map.cs" />
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<Compile Include="Assets\Scripts\Model\Map.cs" />
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||||||
<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
|
<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
|
||||||
<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
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<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" />
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||||||
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||||||
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||||||
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|
<Compile Include="Assets\Scripts\Utils\ColorHelper.cs" />
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||||||
@ -71,7 +71,10 @@
|
|||||||
<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
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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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|
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|
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|
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|
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@ -1,69 +1,73 @@
|
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<ProjectGuid>{6F824ECF-F2BC-827E-A29D-FB10759A3283}</ProjectGuid>
|
||||||
<OutputType>Library</OutputType>
|
<OutputType>Library</OutputType>
|
||||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||||
<RootNamespace></RootNamespace>
|
<RootNamespace></RootNamespace>
|
||||||
<AssemblyName>Assembly-UnityScript-firstpass</AssemblyName>
|
<AssemblyName>Assembly-UnityScript-firstpass</AssemblyName>
|
||||||
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
|
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
|
||||||
<FileAlignment>512</FileAlignment>
|
<FileAlignment>512</FileAlignment>
|
||||||
<BaseDirectory>Assets</BaseDirectory>
|
<BaseDirectory>Assets</BaseDirectory>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||||
<DebugSymbols>true</DebugSymbols>
|
<DebugSymbols>true</DebugSymbols>
|
||||||
<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>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||||
<DebugType>pdbonly</DebugType>
|
<DebugType>pdbonly</DebugType>
|
||||||
<Optimize>true</Optimize>
|
<Optimize>true</Optimize>
|
||||||
<OutputPath>Temp\bin\Release\</OutputPath>
|
<OutputPath>Temp\bin\Release\</OutputPath>
|
||||||
<DefineConstants>TRACE</DefineConstants>
|
<DefineConstants>TRACE</DefineConstants>
|
||||||
<ErrorReport>prompt</ErrorReport>
|
<ErrorReport>prompt</ErrorReport>
|
||||||
<WarningLevel>4</WarningLevel>
|
<WarningLevel>4</WarningLevel>
|
||||||
<NoWarn>0169</NoWarn>
|
<NoWarn>0169</NoWarn>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Reference Include="System" />
|
<Reference Include="System" />
|
||||||
<Reference Include="System.XML" />
|
<Reference Include="System.XML" />
|
||||||
<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\PlatformInputController.js" />
|
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FlyCam.js" />
|
||||||
<None Include="Assets\Data\Config\tergen.xml" />
|
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\PlatformInputController.js" />
|
||||||
<None Include="Assets\Data\Biomes\Mountain\Mountain.xml" />
|
<None Include="Assets\Data\Config\tergen.xml" />
|
||||||
<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
|
<None Include="Assets\Data\Biomes\Mountain\Mountain.xml" />
|
||||||
<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
|
<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
|
||||||
<Reference Include="UnityEngine.UI">
|
<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
|
||||||
<HintPath>E:/SDKs/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
|
<Reference Include="UnityEngine.UI">
|
||||||
</Reference>
|
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
|
||||||
</ItemGroup>
|
</Reference>
|
||||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
<Reference Include="UnityEditor.iOS.Extensions.Xcode">
|
||||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
<HintPath>C:/Program Files/Unity/Editor/Data/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
|
||||||
Other similar extension points exist, see Microsoft.Common.targets.
|
</Reference>
|
||||||
<Target Name="BeforeBuild">
|
</ItemGroup>
|
||||||
</Target>
|
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||||
<Target Name="AfterBuild">
|
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||||
</Target>
|
Other similar extension points exist, see Microsoft.Common.targets.
|
||||||
-->
|
<Target Name="BeforeBuild">
|
||||||
|
</Target>
|
||||||
</Project>
|
<Target Name="AfterBuild">
|
||||||
|
</Target>
|
||||||
|
-->
|
||||||
|
|
||||||
|
</Project>
|
||||||
|
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:
|
|
@ -1,28 +1,28 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Threading;
|
using System.Threading;
|
||||||
using TransportGame.Business;
|
using TransportGame.Business;
|
||||||
using TransportGame.Model;
|
using TransportGame.Model;
|
||||||
using TransportGame.Utils;
|
using TransportGame.Utils;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class InitializeScript : MonoBehaviour
|
public class InitializeScript : MonoBehaviour
|
||||||
{
|
{
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
// Load configuration
|
// Load configuration
|
||||||
Logger.Info("Loading configuration...");
|
Logger.Info("Loading configuration...");
|
||||||
ConfigurationManager.LoadConfiguration();
|
ConfigurationManager.LoadConfiguration();
|
||||||
Logger.Info("Finished loading configuration.");
|
Logger.Info("Finished loading configuration.");
|
||||||
|
|
||||||
// Load biomes
|
// Load biomes
|
||||||
Logger.Info("Loading biomes...");
|
Logger.Info("Loading biomes...");
|
||||||
BiomeManager.LoadBiomes();
|
BiomeManager.LoadBiomes();
|
||||||
Logger.Info("Finished loading biomes.");
|
Logger.Info("Finished loading biomes.");
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -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);
|
||||||
@ -51,8 +51,8 @@ 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
|
||||||
TerrainData terrainData = new TerrainData();
|
TerrainData terrainData = new TerrainData();
|
||||||
@ -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
|
@ -1,12 +1,12 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
|
|
||||||
namespace TransportGame.Utils
|
namespace TransportGame.Utils
|
||||||
{
|
{
|
||||||
public static class Algorithmss
|
public static class Algorithmss
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,21 +1,21 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace TransportGame.Utils
|
namespace TransportGame.Utils
|
||||||
{
|
{
|
||||||
public static class ColorHelper
|
public static class ColorHelper
|
||||||
{
|
{
|
||||||
public static Color FromArgb(int argb)
|
public static Color FromArgb(int argb)
|
||||||
{
|
{
|
||||||
float a = ((argb >> 24) & 0xff) / 255f;
|
float a = ((argb >> 24) & 0xff) / 255f;
|
||||||
float r = ((argb >> 16) & 0xff) / 255f;
|
float r = ((argb >> 16) & 0xff) / 255f;
|
||||||
float g = ((argb >> 8) & 0xff) / 255f;
|
float g = ((argb >> 8) & 0xff) / 255f;
|
||||||
float b = ((argb) & 0xff) / 255f;
|
float b = ((argb) & 0xff) / 255f;
|
||||||
|
|
||||||
return new Color(r, g, b, a);
|
return new Color(r, g, b, a);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,20 +1,20 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
|
|
||||||
namespace TransportGame.Utils
|
namespace TransportGame.Utils
|
||||||
{
|
{
|
||||||
public static class RandomExtensions
|
public static class RandomExtensions
|
||||||
{
|
{
|
||||||
public static float NextSingle(this Random @this)
|
public static float NextSingle(this Random @this)
|
||||||
{
|
{
|
||||||
return Convert.ToSingle(@this.NextDouble());
|
return Convert.ToSingle(@this.NextDouble());
|
||||||
}
|
}
|
||||||
|
|
||||||
public static float NextSingle(this Random @this, float minValue, float maxValue)
|
public static float NextSingle(this Random @this, float minValue, float maxValue)
|
||||||
{
|
{
|
||||||
return @this.NextSingle() * (maxValue - minValue) + minValue;
|
return @this.NextSingle() * (maxValue - minValue) + minValue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,56 +1,56 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
using System.Threading;
|
using System.Threading;
|
||||||
|
|
||||||
namespace TransportGame.Utils
|
namespace TransportGame.Utils
|
||||||
{
|
{
|
||||||
public static class Task
|
public static class Task
|
||||||
{
|
{
|
||||||
private class TaskInfo
|
private class TaskInfo
|
||||||
{
|
{
|
||||||
public Action Action { get; set; }
|
public Action Action { get; set; }
|
||||||
public bool? Success { get; set; }
|
public bool? Success { get; set; }
|
||||||
public Exception ThrownException { get; set; }
|
public Exception ThrownException { get; set; }
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void RunAsync_ActionThread(object info)
|
private static void RunAsync_ActionThread(object info)
|
||||||
{
|
{
|
||||||
TaskInfo taskInfo = (TaskInfo)info;
|
TaskInfo taskInfo = (TaskInfo)info;
|
||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
taskInfo.Action();
|
taskInfo.Action();
|
||||||
taskInfo.Success = true;
|
taskInfo.Success = true;
|
||||||
}
|
}
|
||||||
catch (Exception ex)
|
catch (Exception ex)
|
||||||
{
|
{
|
||||||
taskInfo.ThrownException = ex;
|
taskInfo.ThrownException = ex;
|
||||||
taskInfo.Success = false;
|
taskInfo.Success = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static IEnumerable RunAsync(Action action)
|
public static IEnumerable RunAsync(Action action)
|
||||||
{
|
{
|
||||||
// Set up task info object
|
// Set up task info object
|
||||||
TaskInfo taskInfo = new TaskInfo();
|
TaskInfo taskInfo = new TaskInfo();
|
||||||
taskInfo.Action = action;
|
taskInfo.Action = action;
|
||||||
|
|
||||||
// Start thread and wait
|
// Start thread and wait
|
||||||
var thread = new Thread(RunAsync_ActionThread);
|
var thread = new Thread(RunAsync_ActionThread);
|
||||||
thread.Start(taskInfo);
|
thread.Start(taskInfo);
|
||||||
|
|
||||||
// Wait for thread to finish
|
// Wait for thread to finish
|
||||||
while (thread.ThreadState == ThreadState.Running)
|
while (thread.ThreadState == ThreadState.Running)
|
||||||
yield return null;
|
yield return null;
|
||||||
|
|
||||||
thread.Join();
|
thread.Join();
|
||||||
|
|
||||||
// Rethrow exception
|
// Rethrow exception
|
||||||
if (taskInfo.Success.HasValue && !taskInfo.Success.Value)
|
if (taskInfo.Success.HasValue && !taskInfo.Success.Value)
|
||||||
throw new Exception("Task failed", taskInfo.ThrownException);
|
throw new Exception("Task failed", taskInfo.ThrownException);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,197 +1,197 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace TransportGame.Utils
|
namespace TransportGame.Utils
|
||||||
{
|
{
|
||||||
public static class Texture2DExtensions
|
public static class Texture2DExtensions
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Draws a line between two vectors
|
/// Draws a line between two vectors
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="this">Texture</param>
|
/// <param name="this">Texture</param>
|
||||||
/// <param name="color">Color</param>
|
/// <param name="color">Color</param>
|
||||||
/// <param name="p0">Position 1</param>
|
/// <param name="p0">Position 1</param>
|
||||||
/// <param name="p1">Position 2</param>
|
/// <param name="p1">Position 2</param>
|
||||||
public static void DrawLine(this Texture2D @this, Color color, Vector2 p0, Vector2 p1)
|
public static void DrawLine(this Texture2D @this, Color color, Vector2 p0, Vector2 p1)
|
||||||
{
|
{
|
||||||
DrawLine(@this, color, Convert.ToInt32(p0.x), Convert.ToInt32(p0.y), Convert.ToInt32(p1.x), Convert.ToInt32(p1.y));
|
DrawLine(@this, color, Convert.ToInt32(p0.x), Convert.ToInt32(p0.y), Convert.ToInt32(p1.x), Convert.ToInt32(p1.y));
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Draws a line between 2 points
|
/// Draws a line between 2 points
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="this">The texture</param>
|
/// <param name="this">The texture</param>
|
||||||
/// <param name="x0">X0</param>
|
/// <param name="x0">X0</param>
|
||||||
/// <param name="y0">Y0</param>
|
/// <param name="y0">Y0</param>
|
||||||
/// <param name="x1">X1</param>
|
/// <param name="x1">X1</param>
|
||||||
/// <param name="y1">Y1</param>
|
/// <param name="y1">Y1</param>
|
||||||
/// <param name="color">Color</param>
|
/// <param name="color">Color</param>
|
||||||
public static void DrawLine(this Texture2D @this, Color color, int x0, int y0, int x1, int y1)
|
public static void DrawLine(this Texture2D @this, Color color, int x0, int y0, int x1, int y1)
|
||||||
{
|
{
|
||||||
int dy = (int)(y1 - y0);
|
int dy = (int)(y1 - y0);
|
||||||
int dx = (int)(x1 - x0);
|
int dx = (int)(x1 - x0);
|
||||||
int stepx, stepy;
|
int stepx, stepy;
|
||||||
|
|
||||||
if (dy < 0) { dy = -dy; stepy = -1; }
|
if (dy < 0) { dy = -dy; stepy = -1; }
|
||||||
else { stepy = 1; }
|
else { stepy = 1; }
|
||||||
if (dx < 0) { dx = -dx; stepx = -1; }
|
if (dx < 0) { dx = -dx; stepx = -1; }
|
||||||
else { stepx = 1; }
|
else { stepx = 1; }
|
||||||
dy <<= 1;
|
dy <<= 1;
|
||||||
dx <<= 1;
|
dx <<= 1;
|
||||||
|
|
||||||
float fraction = 0;
|
float fraction = 0;
|
||||||
|
|
||||||
@this.SetPixelSafe(x0, y0, color);
|
@this.SetPixelSafe(x0, y0, color);
|
||||||
if (dx > dy)
|
if (dx > dy)
|
||||||
{
|
{
|
||||||
fraction = dy - (dx >> 1);
|
fraction = dy - (dx >> 1);
|
||||||
while (Mathf.Abs(x0 - x1) > 1)
|
while (Mathf.Abs(x0 - x1) > 1)
|
||||||
{
|
{
|
||||||
if (fraction >= 0)
|
if (fraction >= 0)
|
||||||
{
|
{
|
||||||
y0 += stepy;
|
y0 += stepy;
|
||||||
fraction -= dx;
|
fraction -= dx;
|
||||||
}
|
}
|
||||||
x0 += stepx;
|
x0 += stepx;
|
||||||
fraction += dy;
|
fraction += dy;
|
||||||
@this.SetPixelSafe(x0, y0, color);
|
@this.SetPixelSafe(x0, y0, color);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
fraction = dx - (dy >> 1);
|
fraction = dx - (dy >> 1);
|
||||||
while (Mathf.Abs(y0 - y1) > 1)
|
while (Mathf.Abs(y0 - y1) > 1)
|
||||||
{
|
{
|
||||||
if (fraction >= 0)
|
if (fraction >= 0)
|
||||||
{
|
{
|
||||||
x0 += stepx;
|
x0 += stepx;
|
||||||
fraction -= dy;
|
fraction -= dy;
|
||||||
}
|
}
|
||||||
y0 += stepy;
|
y0 += stepy;
|
||||||
fraction += dx;
|
fraction += dx;
|
||||||
@this.SetPixelSafe(x0, y0, color);
|
@this.SetPixelSafe(x0, y0, color);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Draws a rhombus-like point
|
/// Draws a rhombus-like point
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="this">Texture</param>
|
/// <param name="this">Texture</param>
|
||||||
/// <param name="p0">Position</param>
|
/// <param name="p0">Position</param>
|
||||||
/// <param name="radius">Radius</param>
|
/// <param name="radius">Radius</param>
|
||||||
/// <param name="color">Color</param>
|
/// <param name="color">Color</param>
|
||||||
public static void DrawPoint(this Texture2D @this, Color color, Vector2 p0, int radius)
|
public static void DrawPoint(this Texture2D @this, Color color, Vector2 p0, int radius)
|
||||||
{
|
{
|
||||||
DrawPoint(@this, color, Convert.ToInt32(p0.x), Convert.ToInt32(p0.y), radius);
|
DrawPoint(@this, color, Convert.ToInt32(p0.x), Convert.ToInt32(p0.y), radius);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Draws a rhombus-like point
|
/// Draws a rhombus-like point
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="this">Texture</param>
|
/// <param name="this">Texture</param>
|
||||||
/// <param name="x0">Position</param>
|
/// <param name="x0">Position</param>
|
||||||
/// <param name="y0">Position</param>
|
/// <param name="y0">Position</param>
|
||||||
/// <param name="radius">Radius</param>
|
/// <param name="radius">Radius</param>
|
||||||
/// <param name="color">Color</param>
|
/// <param name="color">Color</param>
|
||||||
public static void DrawPoint(this Texture2D @this, Color color, int x0, int y0, int radius)
|
public static void DrawPoint(this Texture2D @this, Color color, int x0, int y0, int radius)
|
||||||
{
|
{
|
||||||
for (int y = y0 - radius; y <= y0 + radius; ++y)
|
for (int y = y0 - radius; y <= y0 + radius; ++y)
|
||||||
{
|
{
|
||||||
int pts = radius - Math.Abs(y - y0);
|
int pts = radius - Math.Abs(y - y0);
|
||||||
|
|
||||||
for (int x = x0 - pts; x <= x0 + pts; ++x)
|
for (int x = x0 - pts; x <= x0 + pts; ++x)
|
||||||
@this.SetPixelSafe(x, y, color);
|
@this.SetPixelSafe(x, y, color);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Fills a polygon
|
/// Fills a polygon
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="this">Texture</param>
|
/// <param name="this">Texture</param>
|
||||||
/// <param name="color">color</param>
|
/// <param name="color">color</param>
|
||||||
/// <param name="points">Points</param>
|
/// <param name="points">Points</param>
|
||||||
public static void FillPolygon(this Texture2D @this, Color color, params Vector2[] points)
|
public static void FillPolygon(this Texture2D @this, Color color, params Vector2[] points)
|
||||||
{
|
{
|
||||||
int minY = Int32.MaxValue, maxY = Int32.MinValue;
|
int minY = Int32.MaxValue, maxY = Int32.MinValue;
|
||||||
// Unused... int[] ptX = points.Select(p => Convert.ToInt32(p.x)).ToArray();
|
// Unused... int[] ptX = points.Select(p => Convert.ToInt32(p.x)).ToArray();
|
||||||
int[] ptY = points.Select(p => Convert.ToInt32(p.y)).ToArray();
|
int[] ptY = points.Select(p => Convert.ToInt32(p.y)).ToArray();
|
||||||
|
|
||||||
// Find min and max row
|
// Find min and max row
|
||||||
for (int i = 0; i < points.Length; i++)
|
for (int i = 0; i < points.Length; i++)
|
||||||
{
|
{
|
||||||
minY = Math.Min(minY, ptY[i]);
|
minY = Math.Min(minY, ptY[i]);
|
||||||
maxY = Math.Max(maxY, ptY[i]);
|
maxY = Math.Max(maxY, ptY[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
List<int> intersPoints = new List<int>();
|
List<int> intersPoints = new List<int>();
|
||||||
|
|
||||||
// Go through each row
|
// Go through each row
|
||||||
for (int y = minY; y <= maxY; ++y)
|
for (int y = minY; y <= maxY; ++y)
|
||||||
{
|
{
|
||||||
intersPoints.Clear();
|
intersPoints.Clear();
|
||||||
|
|
||||||
// Find intersection points
|
// Find intersection points
|
||||||
int j = points.Length - 1;
|
int j = points.Length - 1;
|
||||||
for (int i = 0; i < points.Length; ++i)
|
for (int i = 0; i < points.Length; ++i)
|
||||||
{
|
{
|
||||||
// Treat special case where we have 2 points on the y axis
|
// Treat special case where we have 2 points on the y axis
|
||||||
if (ptY[i] == y && ptY[j] == y)
|
if (ptY[i] == y && ptY[j] == y)
|
||||||
{
|
{
|
||||||
intersPoints.Add(Convert.ToInt32(points[i].x));
|
intersPoints.Add(Convert.ToInt32(points[i].x));
|
||||||
intersPoints.Add(Convert.ToInt32(points[j].x));
|
intersPoints.Add(Convert.ToInt32(points[j].x));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Intersection
|
// Intersection
|
||||||
else if ((ptY[i] >= y && ptY[j] <= y) ||
|
else if ((ptY[i] >= y && ptY[j] <= y) ||
|
||||||
(ptY[i] <= y && ptY[j] >= y))
|
(ptY[i] <= y && ptY[j] >= y))
|
||||||
{
|
{
|
||||||
int x = Convert.ToInt32(points[i].x + (y - points[i].y) * (points[j].x - points[i].x) / (points[j].y - points[i].y));
|
int x = Convert.ToInt32(points[i].x + (y - points[i].y) * (points[j].x - points[i].x) / (points[j].y - points[i].y));
|
||||||
intersPoints.Add(x);
|
intersPoints.Add(x);
|
||||||
}
|
}
|
||||||
|
|
||||||
j = i;
|
j = i;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Order pairs
|
// Order pairs
|
||||||
var intersPointsSorted = intersPoints.OrderBy(x => x).Distinct().ToArray();
|
var intersPointsSorted = intersPoints.OrderBy(x => x).Distinct().ToArray();
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
for (int i = 0; i < intersPointsSorted.Length / 2; i++)
|
for (int i = 0; i < intersPointsSorted.Length / 2; i++)
|
||||||
{
|
{
|
||||||
for (int x = intersPointsSorted[2 * i]; x <= intersPointsSorted[2 * i + 1]; x++)
|
for (int x = intersPointsSorted[2 * i]; x <= intersPointsSorted[2 * i + 1]; x++)
|
||||||
@this.SetPixelSafe(x, y, color);
|
@this.SetPixelSafe(x, y, color);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Fills texture with specified color
|
/// Fills texture with specified color
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="this">Texture</param>
|
/// <param name="this">Texture</param>
|
||||||
/// <param name="color">Color</param>
|
/// <param name="color">Color</param>
|
||||||
public static void Fill(this Texture2D @this, Color color)
|
public static void Fill(this Texture2D @this, Color color)
|
||||||
{
|
{
|
||||||
for (int x = 0; x < @this.width; ++x)
|
for (int x = 0; x < @this.width; ++x)
|
||||||
for (int y = 0; y < @this.height; ++y)
|
for (int y = 0; y < @this.height; ++y)
|
||||||
@this.SetPixelSafe(x, y, color);
|
@this.SetPixelSafe(x, y, color);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Sets a pixel after checking if coordinates are inside image
|
/// Sets a pixel after checking if coordinates are inside image
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="this">Texture</param>
|
/// <param name="this">Texture</param>
|
||||||
/// <param name="x">X</param>
|
/// <param name="x">X</param>
|
||||||
/// <param name="y">Y</param>
|
/// <param name="y">Y</param>
|
||||||
/// <param name="color">Color</param>
|
/// <param name="color">Color</param>
|
||||||
public static void SetPixelSafe(this Texture2D @this, int x, int y, Color color)
|
public static void SetPixelSafe(this Texture2D @this, int x, int y, Color color)
|
||||||
{
|
{
|
||||||
if (x >= 0 && y >= 0 && x < @this.width && y < @this.height)
|
if (x >= 0 && y >= 0 && x < @this.width && y < @this.height)
|
||||||
@this.SetPixel(x, y, color);
|
@this.SetPixel(x, y, color);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -1,25 +1,25 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
using System.Xml.Serialization;
|
using System.Xml.Serialization;
|
||||||
|
|
||||||
namespace TransportGame.Utils
|
namespace TransportGame.Utils
|
||||||
{
|
{
|
||||||
public static class XmlHelper
|
public static class XmlHelper
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Deserializes a file
|
/// Deserializes a file
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <typeparam name="T">Type to deserialize</typeparam>
|
/// <typeparam name="T">Type to deserialize</typeparam>
|
||||||
/// <param name="filename">File name</param>
|
/// <param name="filename">File name</param>
|
||||||
/// <returns>Deserialized object</returns>
|
/// <returns>Deserialized object</returns>
|
||||||
public static T Deserialize<T>(string filename)
|
public static T Deserialize<T>(string filename)
|
||||||
{
|
{
|
||||||
XmlSerializer serializer = new XmlSerializer(typeof(T));
|
XmlSerializer serializer = new XmlSerializer(typeof(T));
|
||||||
var stream = new StreamReader(filename);
|
var stream = new StreamReader(filename);
|
||||||
return (T)serializer.Deserialize(stream);
|
return (T)serializer.Deserialize(stream);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -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;
|
||||||
|
}
|
@ -1,32 +1,32 @@
|
|||||||
using System;
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace UnityStandardAssets.Water
|
namespace UnityStandardAssets.Water
|
||||||
{
|
{
|
||||||
[ExecuteInEditMode]
|
[ExecuteInEditMode]
|
||||||
public class WaterBasic : MonoBehaviour
|
public class WaterBasic : MonoBehaviour
|
||||||
{
|
{
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
Renderer r = GetComponent<Renderer>();
|
Renderer r = GetComponent<Renderer>();
|
||||||
if (!r)
|
if (!r)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
Material mat = r.sharedMaterial;
|
Material mat = r.sharedMaterial;
|
||||||
if (!mat)
|
if (!mat)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector4 waveSpeed = mat.GetVector("WaveSpeed");
|
Vector4 waveSpeed = mat.GetVector("WaveSpeed");
|
||||||
float waveScale = mat.GetFloat("_WaveScale");
|
float waveScale = mat.GetFloat("_WaveScale");
|
||||||
float t = Time.time / 20.0f;
|
float t = Time.time / 20.0f;
|
||||||
|
|
||||||
Vector4 offset4 = waveSpeed * (t * waveScale);
|
Vector4 offset4 = waveSpeed * (t * waveScale);
|
||||||
Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f),
|
Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f),
|
||||||
Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f));
|
Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f));
|
||||||
mat.SetVector("_WaveOffset", offsetClamped);
|
mat.SetVector("_WaveOffset", offsetClamped);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
Binary file not shown.
@ -1,7 +1,18 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 38d405c119fcc7c4e83d4a478a40ff2f
|
guid: 38d405c119fcc7c4e83d4a478a40ff2f
|
||||||
MonoAssemblyImporter:
|
PluginImporter:
|
||||||
serializedVersion: 1
|
serializedVersion: 1
|
||||||
iconMap: {}
|
iconMap: {}
|
||||||
executionOrder: {}
|
executionOrder: {}
|
||||||
|
isPreloaded: 0
|
||||||
|
platformData:
|
||||||
|
Any:
|
||||||
|
enabled: 0
|
||||||
|
settings: {}
|
||||||
|
Editor:
|
||||||
|
enabled: 1
|
||||||
|
settings:
|
||||||
|
DefaultValueInitialized: true
|
||||||
userData:
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
Binary file not shown.
@ -1,7 +1,18 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 4ad02dc83da735c4e8d945332b9202f6
|
guid: 4ad02dc83da735c4e8d945332b9202f6
|
||||||
MonoAssemblyImporter:
|
PluginImporter:
|
||||||
serializedVersion: 1
|
serializedVersion: 1
|
||||||
iconMap: {}
|
iconMap: {}
|
||||||
executionOrder: {}
|
executionOrder: {}
|
||||||
|
isPreloaded: 0
|
||||||
|
platformData:
|
||||||
|
Any:
|
||||||
|
enabled: 0
|
||||||
|
settings: {}
|
||||||
|
Editor:
|
||||||
|
enabled: 1
|
||||||
|
settings:
|
||||||
|
DefaultValueInitialized: true
|
||||||
userData:
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
Binary file not shown.
@ -1,6 +1,6 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 4e25b9a3d527f7a4eb6c14cd8d61012b
|
guid: 4e25b9a3d527f7a4eb6c14cd8d61012b
|
||||||
timeCreated: 1425647041
|
timeCreated: 1431071541
|
||||||
licenseType: Free
|
licenseType: Free
|
||||||
PluginImporter:
|
PluginImporter:
|
||||||
serializedVersion: 1
|
serializedVersion: 1
|
||||||
|
@ -23,7 +23,7 @@ Global
|
|||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(MonoDevelopProperties) = preSolution
|
GlobalSection(MonoDevelopProperties) = preSolution
|
||||||
StartupItem = Assembly-CSharp.csproj
|
StartupItem = Assembly-CSharp.csproj
|
||||||
Policies = $0
|
Policies = $0
|
||||||
$0.TextStylePolicy = $1
|
$0.TextStylePolicy = $1
|
||||||
|
@ -29,7 +29,7 @@ Global
|
|||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(MonoDevelopProperties) = preSolution
|
GlobalSection(MonoDevelopProperties) = preSolution
|
||||||
StartupItem = Assembly-CSharp.csproj
|
StartupItem = Assembly-CSharp.csproj
|
||||||
Policies = $0
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Policies = $0
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||||||
$0.TextStylePolicy = $1
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$0.TextStylePolicy = $1
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||||||
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@ -1,15 +1,18 @@
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|||||||
<Properties>
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||||||
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|
<MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" PreferredExecutionTarget="MonoDevelop.Default" />
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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">
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||||||
<Files>
|
<Files>
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||||||
<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" />
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||||||
</Files>
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<File FileName="Assets\Scripts\Unity\InitializeScript.cs" Line="1" Column="1" />
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||||||
</MonoDevelop.Ide.Workbench>
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<File FileName="Assets\Scripts\Model\Biome.cs" Line="1" Column="1" />
|
||||||
<MonoDevelop.Ide.DebuggingService.Breakpoints>
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<File FileName="Assets\Scripts\Unity\TerrainGeneratorScript.cs" Line="83" Column="3" />
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||||||
<BreakpointStore>
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</Files>
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||||||
<Breakpoint file="E:\Facultate\$ Licenta\Game\Assets\Scripts\Test.cs" line="14" />
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</MonoDevelop.Ide.Workbench>
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||||||
</BreakpointStore>
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<MonoDevelop.Ide.DebuggingService.Breakpoints>
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||||||
</MonoDevelop.Ide.DebuggingService.Breakpoints>
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<BreakpointStore>
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||||||
<MonoDevelop.Ide.DebuggingService.PinnedWatches />
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<Breakpoint file="E:\Facultate\$ Licenta\Game\Assets\Scripts\Test.cs" line="14" />
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||||||
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</BreakpointStore>
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||||||
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</MonoDevelop.Ide.DebuggingService.Breakpoints>
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||||||
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<MonoDevelop.Ide.DebuggingService.PinnedWatches />
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</Properties>
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</Properties>
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@ -1 +1 @@
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5;0;-1
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