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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@ -53,7 +53,10 @@
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@ -19,7 +19,7 @@
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@ -53,7 +53,10 @@
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|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<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 Include="UnityEditor">
|
||||
<HintPath>E:/SDKs/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
|
||||
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<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\FlyCam.js" />
|
||||
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\PlatformInputController.js" />
|
||||
<None Include="Assets\Data\Config\tergen.xml" />
|
||||
<None Include="Assets\Data\Biomes\Mountain\Mountain.xml" />
|
||||
<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
|
||||
<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
|
||||
<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>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
|
@ -19,7 +19,7 @@
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<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>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoWarn>0169</NoWarn>
|
||||
@ -39,22 +39,26 @@
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<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 Include="UnityEditor">
|
||||
<HintPath>E:/SDKs/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
|
||||
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<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\FlyCam.js" />
|
||||
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\PlatformInputController.js" />
|
||||
<None Include="Assets\Data\Config\tergen.xml" />
|
||||
<None Include="Assets\Data\Biomes\Mountain\Mountain.xml" />
|
||||
<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
|
||||
<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
|
||||
<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>
|
||||
</ItemGroup>
|
||||
<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();
|
||||
|
||||
if (ConfigurationManager.TerrGenConfig == null)
|
||||
throw new Exception("WTF?");
|
||||
throw new Exception("Not initialized!");
|
||||
|
||||
Noise.Octaves = ConfigurationManager.TerrGenConfig.NoiseOctaves;
|
||||
Noise.NonLinearPower = ConfigurationManager.TerrGenConfig.NoiseNonLinearPower;
|
||||
@ -50,12 +50,6 @@ namespace TransportGame.Generator
|
||||
float waterAmount = random.NextSingle(map.Biome.Moisture.Minimum, map.Biome.Moisture.Maximum);
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -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;
|
||||
|
||||
public int TerrainWidth = 256;
|
||||
public int TerrainHeight = 256;
|
||||
public int TerrainWidth = 1024;
|
||||
public int TerrainHeight = 1024;
|
||||
public GameObject WaterObject;
|
||||
|
||||
// Use this for initialization
|
||||
@ -20,7 +20,7 @@ public class TerrainGeneratorScript : MonoBehaviour
|
||||
StartCoroutine(GenerateMap());
|
||||
}
|
||||
|
||||
private void GenerateMapThread()
|
||||
private void GenerateTerrainThread()
|
||||
{
|
||||
TerrainGenerator generator = new TerrainGenerator();
|
||||
map = generator.Generate(TerrainWidth, TerrainHeight);
|
||||
@ -51,7 +51,7 @@ public class TerrainGeneratorScript : MonoBehaviour
|
||||
private IEnumerator GenerateMap()
|
||||
{
|
||||
// Wait for the map generation thread
|
||||
foreach (var i in Task.RunAsync(GenerateMapThread))
|
||||
foreach (var i in Task.RunAsync(GenerateTerrainThread))
|
||||
yield return i;
|
||||
|
||||
// Generate terrain data
|
||||
@ -78,6 +78,9 @@ public class TerrainGeneratorScript : MonoBehaviour
|
||||
MeshFilter waterMesh = WaterObject.GetComponent<MeshFilter>();
|
||||
waterMesh.mesh = GenerateWater();
|
||||
}
|
||||
|
||||
// Set up textures
|
||||
|
||||
}
|
||||
|
||||
// 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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serializedVersion: 1
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platformData:
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settings: {}
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enabled: 1
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settings:
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userData:
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assetBundleName:
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assetBundleVariant:
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enabled: 1
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settings:
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<MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" PreferredExecutionTarget="MonoDevelop.Default" />
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<File FileName="Assets\Scripts\Test.cs" Line="7" Column="4" />
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|
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<File FileName="Assets\Scripts\Business\BiomeManager.cs" Line="55" Column="1" />
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<File FileName="Assets\Scripts\Generator\TerrainGenerator.cs" Line="1" Column="1" />
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<File FileName="Assets\Scripts\Unity\InitializeScript.cs" Line="1" Column="1" />
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<File FileName="Assets\Scripts\Model\Biome.cs" Line="1" Column="1" />
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<File FileName="Assets\Scripts\Unity\TerrainGeneratorScript.cs" Line="83" Column="3" />
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<MonoDevelop.Ide.DebuggingService.Breakpoints>
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5;0;-1
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19;0;-1
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||||
0000.54eca922.0000
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0000.55154b60.0000
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Reference in New Issue
Block a user