Updated project to unity 5, finalized terrain generation
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@ -1,68 +1,71 @@
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<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>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoWarn>0169</NoWarn>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>Temp\bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoWarn>0169</NoWarn>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.XML" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="UnityEngine">
|
||||
<HintPath>E:/SDKs/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor">
|
||||
<HintPath>E:/SDKs/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\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>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
|
||||
</Project>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProductVersion>10.0.20506</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{6F824ECF-F2BC-827E-A29D-FB10759A3283}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace></RootNamespace>
|
||||
<AssemblyName>Assembly-UnityScript-firstpass</AssemblyName>
|
||||
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<BaseDirectory>Assets</BaseDirectory>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>Temp\bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE;UNITY_5_0_1;UNITY_5_0;UNITY_5;UNITY_64;ENABLE_LICENSE_RENAME;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_NONPRO;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoWarn>0169</NoWarn>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>Temp\bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoWarn>0169</NoWarn>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.XML" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="UnityEngine">
|
||||
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor">
|
||||
<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>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" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<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();
|
||||
|
||||
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:
|
@ -1,28 +1,28 @@
|
||||
using System.Collections;
|
||||
using System.Threading;
|
||||
using TransportGame.Business;
|
||||
using TransportGame.Model;
|
||||
using TransportGame.Utils;
|
||||
using UnityEngine;
|
||||
|
||||
public class InitializeScript : MonoBehaviour
|
||||
{
|
||||
// Use this for initialization
|
||||
public void Start()
|
||||
{
|
||||
// Load configuration
|
||||
Logger.Info("Loading configuration...");
|
||||
ConfigurationManager.LoadConfiguration();
|
||||
Logger.Info("Finished loading configuration.");
|
||||
|
||||
// Load biomes
|
||||
Logger.Info("Loading biomes...");
|
||||
BiomeManager.LoadBiomes();
|
||||
Logger.Info("Finished loading biomes.");
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
}
|
||||
}
|
||||
using System.Collections;
|
||||
using System.Threading;
|
||||
using TransportGame.Business;
|
||||
using TransportGame.Model;
|
||||
using TransportGame.Utils;
|
||||
using UnityEngine;
|
||||
|
||||
public class InitializeScript : MonoBehaviour
|
||||
{
|
||||
// Use this for initialization
|
||||
public void Start()
|
||||
{
|
||||
// Load configuration
|
||||
Logger.Info("Loading configuration...");
|
||||
ConfigurationManager.LoadConfiguration();
|
||||
Logger.Info("Finished loading configuration.");
|
||||
|
||||
// Load biomes
|
||||
Logger.Info("Loading biomes...");
|
||||
BiomeManager.LoadBiomes();
|
||||
Logger.Info("Finished loading biomes.");
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
}
|
||||
}
|
@ -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);
|
||||
@ -51,8 +51,8 @@ public class TerrainGeneratorScript : MonoBehaviour
|
||||
private IEnumerator GenerateMap()
|
||||
{
|
||||
// Wait for the map generation thread
|
||||
foreach (var i in Task.RunAsync(GenerateMapThread))
|
||||
yield return i;
|
||||
foreach (var i in Task.RunAsync(GenerateTerrainThread))
|
||||
yield return i;
|
||||
|
||||
// Generate terrain data
|
||||
TerrainData terrainData = new TerrainData();
|
||||
@ -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
|
@ -1,12 +1,12 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class Algorithmss
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class Algorithmss
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -1,21 +1,21 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class ColorHelper
|
||||
{
|
||||
public static Color FromArgb(int argb)
|
||||
{
|
||||
float a = ((argb >> 24) & 0xff) / 255f;
|
||||
float r = ((argb >> 16) & 0xff) / 255f;
|
||||
float g = ((argb >> 8) & 0xff) / 255f;
|
||||
float b = ((argb) & 0xff) / 255f;
|
||||
|
||||
return new Color(r, g, b, a);
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class ColorHelper
|
||||
{
|
||||
public static Color FromArgb(int argb)
|
||||
{
|
||||
float a = ((argb >> 24) & 0xff) / 255f;
|
||||
float r = ((argb >> 16) & 0xff) / 255f;
|
||||
float g = ((argb >> 8) & 0xff) / 255f;
|
||||
float b = ((argb) & 0xff) / 255f;
|
||||
|
||||
return new Color(r, g, b, a);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,20 +1,20 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class RandomExtensions
|
||||
{
|
||||
public static float NextSingle(this Random @this)
|
||||
{
|
||||
return Convert.ToSingle(@this.NextDouble());
|
||||
}
|
||||
|
||||
public static float NextSingle(this Random @this, float minValue, float maxValue)
|
||||
{
|
||||
return @this.NextSingle() * (maxValue - minValue) + minValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class RandomExtensions
|
||||
{
|
||||
public static float NextSingle(this Random @this)
|
||||
{
|
||||
return Convert.ToSingle(@this.NextDouble());
|
||||
}
|
||||
|
||||
public static float NextSingle(this Random @this, float minValue, float maxValue)
|
||||
{
|
||||
return @this.NextSingle() * (maxValue - minValue) + minValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,56 +1,56 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class Task
|
||||
{
|
||||
private class TaskInfo
|
||||
{
|
||||
public Action Action { get; set; }
|
||||
public bool? Success { get; set; }
|
||||
public Exception ThrownException { get; set; }
|
||||
}
|
||||
|
||||
private static void RunAsync_ActionThread(object info)
|
||||
{
|
||||
TaskInfo taskInfo = (TaskInfo)info;
|
||||
|
||||
try
|
||||
{
|
||||
taskInfo.Action();
|
||||
taskInfo.Success = true;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
taskInfo.ThrownException = ex;
|
||||
taskInfo.Success = false;
|
||||
}
|
||||
}
|
||||
|
||||
public static IEnumerable RunAsync(Action action)
|
||||
{
|
||||
// Set up task info object
|
||||
TaskInfo taskInfo = new TaskInfo();
|
||||
taskInfo.Action = action;
|
||||
|
||||
// Start thread and wait
|
||||
var thread = new Thread(RunAsync_ActionThread);
|
||||
thread.Start(taskInfo);
|
||||
|
||||
// Wait for thread to finish
|
||||
while (thread.ThreadState == ThreadState.Running)
|
||||
yield return null;
|
||||
|
||||
thread.Join();
|
||||
|
||||
// Rethrow exception
|
||||
if (taskInfo.Success.HasValue && !taskInfo.Success.Value)
|
||||
throw new Exception("Task failed", taskInfo.ThrownException);
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class Task
|
||||
{
|
||||
private class TaskInfo
|
||||
{
|
||||
public Action Action { get; set; }
|
||||
public bool? Success { get; set; }
|
||||
public Exception ThrownException { get; set; }
|
||||
}
|
||||
|
||||
private static void RunAsync_ActionThread(object info)
|
||||
{
|
||||
TaskInfo taskInfo = (TaskInfo)info;
|
||||
|
||||
try
|
||||
{
|
||||
taskInfo.Action();
|
||||
taskInfo.Success = true;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
taskInfo.ThrownException = ex;
|
||||
taskInfo.Success = false;
|
||||
}
|
||||
}
|
||||
|
||||
public static IEnumerable RunAsync(Action action)
|
||||
{
|
||||
// Set up task info object
|
||||
TaskInfo taskInfo = new TaskInfo();
|
||||
taskInfo.Action = action;
|
||||
|
||||
// Start thread and wait
|
||||
var thread = new Thread(RunAsync_ActionThread);
|
||||
thread.Start(taskInfo);
|
||||
|
||||
// Wait for thread to finish
|
||||
while (thread.ThreadState == ThreadState.Running)
|
||||
yield return null;
|
||||
|
||||
thread.Join();
|
||||
|
||||
// Rethrow exception
|
||||
if (taskInfo.Success.HasValue && !taskInfo.Success.Value)
|
||||
throw new Exception("Task failed", taskInfo.ThrownException);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,197 +1,197 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class Texture2DExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Draws a line between two vectors
|
||||
/// </summary>
|
||||
/// <param name="this">Texture</param>
|
||||
/// <param name="color">Color</param>
|
||||
/// <param name="p0">Position 1</param>
|
||||
/// <param name="p1">Position 2</param>
|
||||
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));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a line between 2 points
|
||||
/// </summary>
|
||||
/// <param name="this">The texture</param>
|
||||
/// <param name="x0">X0</param>
|
||||
/// <param name="y0">Y0</param>
|
||||
/// <param name="x1">X1</param>
|
||||
/// <param name="y1">Y1</param>
|
||||
/// <param name="color">Color</param>
|
||||
public static void DrawLine(this Texture2D @this, Color color, int x0, int y0, int x1, int y1)
|
||||
{
|
||||
int dy = (int)(y1 - y0);
|
||||
int dx = (int)(x1 - x0);
|
||||
int stepx, stepy;
|
||||
|
||||
if (dy < 0) { dy = -dy; stepy = -1; }
|
||||
else { stepy = 1; }
|
||||
if (dx < 0) { dx = -dx; stepx = -1; }
|
||||
else { stepx = 1; }
|
||||
dy <<= 1;
|
||||
dx <<= 1;
|
||||
|
||||
float fraction = 0;
|
||||
|
||||
@this.SetPixelSafe(x0, y0, color);
|
||||
if (dx > dy)
|
||||
{
|
||||
fraction = dy - (dx >> 1);
|
||||
while (Mathf.Abs(x0 - x1) > 1)
|
||||
{
|
||||
if (fraction >= 0)
|
||||
{
|
||||
y0 += stepy;
|
||||
fraction -= dx;
|
||||
}
|
||||
x0 += stepx;
|
||||
fraction += dy;
|
||||
@this.SetPixelSafe(x0, y0, color);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fraction = dx - (dy >> 1);
|
||||
while (Mathf.Abs(y0 - y1) > 1)
|
||||
{
|
||||
if (fraction >= 0)
|
||||
{
|
||||
x0 += stepx;
|
||||
fraction -= dy;
|
||||
}
|
||||
y0 += stepy;
|
||||
fraction += dx;
|
||||
@this.SetPixelSafe(x0, y0, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a rhombus-like point
|
||||
/// </summary>
|
||||
/// <param name="this">Texture</param>
|
||||
/// <param name="p0">Position</param>
|
||||
/// <param name="radius">Radius</param>
|
||||
/// <param name="color">Color</param>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a rhombus-like point
|
||||
/// </summary>
|
||||
/// <param name="this">Texture</param>
|
||||
/// <param name="x0">Position</param>
|
||||
/// <param name="y0">Position</param>
|
||||
/// <param name="radius">Radius</param>
|
||||
/// <param name="color">Color</param>
|
||||
public static void DrawPoint(this Texture2D @this, Color color, int x0, int y0, int radius)
|
||||
{
|
||||
for (int y = y0 - radius; y <= y0 + radius; ++y)
|
||||
{
|
||||
int pts = radius - Math.Abs(y - y0);
|
||||
|
||||
for (int x = x0 - pts; x <= x0 + pts; ++x)
|
||||
@this.SetPixelSafe(x, y, color);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fills a polygon
|
||||
/// </summary>
|
||||
/// <param name="this">Texture</param>
|
||||
/// <param name="color">color</param>
|
||||
/// <param name="points">Points</param>
|
||||
public static void FillPolygon(this Texture2D @this, Color color, params Vector2[] points)
|
||||
{
|
||||
int minY = Int32.MaxValue, maxY = Int32.MinValue;
|
||||
// Unused... int[] ptX = points.Select(p => Convert.ToInt32(p.x)).ToArray();
|
||||
int[] ptY = points.Select(p => Convert.ToInt32(p.y)).ToArray();
|
||||
|
||||
// Find min and max row
|
||||
for (int i = 0; i < points.Length; i++)
|
||||
{
|
||||
minY = Math.Min(minY, ptY[i]);
|
||||
maxY = Math.Max(maxY, ptY[i]);
|
||||
}
|
||||
|
||||
List<int> intersPoints = new List<int>();
|
||||
|
||||
// Go through each row
|
||||
for (int y = minY; y <= maxY; ++y)
|
||||
{
|
||||
intersPoints.Clear();
|
||||
|
||||
// Find intersection points
|
||||
int j = points.Length - 1;
|
||||
for (int i = 0; i < points.Length; ++i)
|
||||
{
|
||||
// Treat special case where we have 2 points on the y axis
|
||||
if (ptY[i] == y && ptY[j] == y)
|
||||
{
|
||||
intersPoints.Add(Convert.ToInt32(points[i].x));
|
||||
intersPoints.Add(Convert.ToInt32(points[j].x));
|
||||
}
|
||||
|
||||
// Intersection
|
||||
else if ((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));
|
||||
intersPoints.Add(x);
|
||||
}
|
||||
|
||||
j = i;
|
||||
}
|
||||
|
||||
// Order pairs
|
||||
var intersPointsSorted = intersPoints.OrderBy(x => x).Distinct().ToArray();
|
||||
|
||||
// Draw
|
||||
for (int i = 0; i < intersPointsSorted.Length / 2; i++)
|
||||
{
|
||||
for (int x = intersPointsSorted[2 * i]; x <= intersPointsSorted[2 * i + 1]; x++)
|
||||
@this.SetPixelSafe(x, y, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fills texture with specified color
|
||||
/// </summary>
|
||||
/// <param name="this">Texture</param>
|
||||
/// <param name="color">Color</param>
|
||||
public static void Fill(this Texture2D @this, Color color)
|
||||
{
|
||||
for (int x = 0; x < @this.width; ++x)
|
||||
for (int y = 0; y < @this.height; ++y)
|
||||
@this.SetPixelSafe(x, y, color);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a pixel after checking if coordinates are inside image
|
||||
/// </summary>
|
||||
/// <param name="this">Texture</param>
|
||||
/// <param name="x">X</param>
|
||||
/// <param name="y">Y</param>
|
||||
/// <param name="color">Color</param>
|
||||
public static void SetPixelSafe(this Texture2D @this, int x, int y, Color color)
|
||||
{
|
||||
if (x >= 0 && y >= 0 && x < @this.width && y < @this.height)
|
||||
@this.SetPixel(x, y, color);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class Texture2DExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Draws a line between two vectors
|
||||
/// </summary>
|
||||
/// <param name="this">Texture</param>
|
||||
/// <param name="color">Color</param>
|
||||
/// <param name="p0">Position 1</param>
|
||||
/// <param name="p1">Position 2</param>
|
||||
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));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a line between 2 points
|
||||
/// </summary>
|
||||
/// <param name="this">The texture</param>
|
||||
/// <param name="x0">X0</param>
|
||||
/// <param name="y0">Y0</param>
|
||||
/// <param name="x1">X1</param>
|
||||
/// <param name="y1">Y1</param>
|
||||
/// <param name="color">Color</param>
|
||||
public static void DrawLine(this Texture2D @this, Color color, int x0, int y0, int x1, int y1)
|
||||
{
|
||||
int dy = (int)(y1 - y0);
|
||||
int dx = (int)(x1 - x0);
|
||||
int stepx, stepy;
|
||||
|
||||
if (dy < 0) { dy = -dy; stepy = -1; }
|
||||
else { stepy = 1; }
|
||||
if (dx < 0) { dx = -dx; stepx = -1; }
|
||||
else { stepx = 1; }
|
||||
dy <<= 1;
|
||||
dx <<= 1;
|
||||
|
||||
float fraction = 0;
|
||||
|
||||
@this.SetPixelSafe(x0, y0, color);
|
||||
if (dx > dy)
|
||||
{
|
||||
fraction = dy - (dx >> 1);
|
||||
while (Mathf.Abs(x0 - x1) > 1)
|
||||
{
|
||||
if (fraction >= 0)
|
||||
{
|
||||
y0 += stepy;
|
||||
fraction -= dx;
|
||||
}
|
||||
x0 += stepx;
|
||||
fraction += dy;
|
||||
@this.SetPixelSafe(x0, y0, color);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fraction = dx - (dy >> 1);
|
||||
while (Mathf.Abs(y0 - y1) > 1)
|
||||
{
|
||||
if (fraction >= 0)
|
||||
{
|
||||
x0 += stepx;
|
||||
fraction -= dy;
|
||||
}
|
||||
y0 += stepy;
|
||||
fraction += dx;
|
||||
@this.SetPixelSafe(x0, y0, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a rhombus-like point
|
||||
/// </summary>
|
||||
/// <param name="this">Texture</param>
|
||||
/// <param name="p0">Position</param>
|
||||
/// <param name="radius">Radius</param>
|
||||
/// <param name="color">Color</param>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a rhombus-like point
|
||||
/// </summary>
|
||||
/// <param name="this">Texture</param>
|
||||
/// <param name="x0">Position</param>
|
||||
/// <param name="y0">Position</param>
|
||||
/// <param name="radius">Radius</param>
|
||||
/// <param name="color">Color</param>
|
||||
public static void DrawPoint(this Texture2D @this, Color color, int x0, int y0, int radius)
|
||||
{
|
||||
for (int y = y0 - radius; y <= y0 + radius; ++y)
|
||||
{
|
||||
int pts = radius - Math.Abs(y - y0);
|
||||
|
||||
for (int x = x0 - pts; x <= x0 + pts; ++x)
|
||||
@this.SetPixelSafe(x, y, color);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fills a polygon
|
||||
/// </summary>
|
||||
/// <param name="this">Texture</param>
|
||||
/// <param name="color">color</param>
|
||||
/// <param name="points">Points</param>
|
||||
public static void FillPolygon(this Texture2D @this, Color color, params Vector2[] points)
|
||||
{
|
||||
int minY = Int32.MaxValue, maxY = Int32.MinValue;
|
||||
// Unused... int[] ptX = points.Select(p => Convert.ToInt32(p.x)).ToArray();
|
||||
int[] ptY = points.Select(p => Convert.ToInt32(p.y)).ToArray();
|
||||
|
||||
// Find min and max row
|
||||
for (int i = 0; i < points.Length; i++)
|
||||
{
|
||||
minY = Math.Min(minY, ptY[i]);
|
||||
maxY = Math.Max(maxY, ptY[i]);
|
||||
}
|
||||
|
||||
List<int> intersPoints = new List<int>();
|
||||
|
||||
// Go through each row
|
||||
for (int y = minY; y <= maxY; ++y)
|
||||
{
|
||||
intersPoints.Clear();
|
||||
|
||||
// Find intersection points
|
||||
int j = points.Length - 1;
|
||||
for (int i = 0; i < points.Length; ++i)
|
||||
{
|
||||
// Treat special case where we have 2 points on the y axis
|
||||
if (ptY[i] == y && ptY[j] == y)
|
||||
{
|
||||
intersPoints.Add(Convert.ToInt32(points[i].x));
|
||||
intersPoints.Add(Convert.ToInt32(points[j].x));
|
||||
}
|
||||
|
||||
// Intersection
|
||||
else if ((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));
|
||||
intersPoints.Add(x);
|
||||
}
|
||||
|
||||
j = i;
|
||||
}
|
||||
|
||||
// Order pairs
|
||||
var intersPointsSorted = intersPoints.OrderBy(x => x).Distinct().ToArray();
|
||||
|
||||
// Draw
|
||||
for (int i = 0; i < intersPointsSorted.Length / 2; i++)
|
||||
{
|
||||
for (int x = intersPointsSorted[2 * i]; x <= intersPointsSorted[2 * i + 1]; x++)
|
||||
@this.SetPixelSafe(x, y, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fills texture with specified color
|
||||
/// </summary>
|
||||
/// <param name="this">Texture</param>
|
||||
/// <param name="color">Color</param>
|
||||
public static void Fill(this Texture2D @this, Color color)
|
||||
{
|
||||
for (int x = 0; x < @this.width; ++x)
|
||||
for (int y = 0; y < @this.height; ++y)
|
||||
@this.SetPixelSafe(x, y, color);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a pixel after checking if coordinates are inside image
|
||||
/// </summary>
|
||||
/// <param name="this">Texture</param>
|
||||
/// <param name="x">X</param>
|
||||
/// <param name="y">Y</param>
|
||||
/// <param name="color">Color</param>
|
||||
public static void SetPixelSafe(this Texture2D @this, int x, int y, Color color)
|
||||
{
|
||||
if (x >= 0 && y >= 0 && x < @this.width && y < @this.height)
|
||||
@this.SetPixel(x, y, color);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1,25 +1,25 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Serialization;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class XmlHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// Deserializes a file
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type to deserialize</typeparam>
|
||||
/// <param name="filename">File name</param>
|
||||
/// <returns>Deserialized object</returns>
|
||||
public static T Deserialize<T>(string filename)
|
||||
{
|
||||
XmlSerializer serializer = new XmlSerializer(typeof(T));
|
||||
var stream = new StreamReader(filename);
|
||||
return (T)serializer.Deserialize(stream);
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Serialization;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class XmlHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// Deserializes a file
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type to deserialize</typeparam>
|
||||
/// <param name="filename">File name</param>
|
||||
/// <returns>Deserialized object</returns>
|
||||
public static T Deserialize<T>(string filename)
|
||||
{
|
||||
XmlSerializer serializer = new XmlSerializer(typeof(T));
|
||||
var stream = new StreamReader(filename);
|
||||
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 UnityEngine;
|
||||
|
||||
namespace UnityStandardAssets.Water
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
public class WaterBasic : MonoBehaviour
|
||||
{
|
||||
void Update()
|
||||
{
|
||||
Renderer r = GetComponent<Renderer>();
|
||||
if (!r)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Material mat = r.sharedMaterial;
|
||||
if (!mat)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Vector4 waveSpeed = mat.GetVector("WaveSpeed");
|
||||
float waveScale = mat.GetFloat("_WaveScale");
|
||||
float t = Time.time / 20.0f;
|
||||
|
||||
Vector4 offset4 = waveSpeed * (t * waveScale);
|
||||
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));
|
||||
mat.SetVector("_WaveOffset", offsetClamped);
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityStandardAssets.Water
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
public class WaterBasic : MonoBehaviour
|
||||
{
|
||||
void Update()
|
||||
{
|
||||
Renderer r = GetComponent<Renderer>();
|
||||
if (!r)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Material mat = r.sharedMaterial;
|
||||
if (!mat)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Vector4 waveSpeed = mat.GetVector("WaveSpeed");
|
||||
float waveScale = mat.GetFloat("_WaveScale");
|
||||
float t = Time.time / 20.0f;
|
||||
|
||||
Vector4 offset4 = waveSpeed * (t * waveScale);
|
||||
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));
|
||||
mat.SetVector("_WaveOffset", offsetClamped);
|
||||
}
|
||||
}
|
||||
}
|
Binary file not shown.
@ -1,7 +1,18 @@
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||||
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PluginImporter:
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serializedVersion: 1
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||||
iconMap: {}
|
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executionOrder: {}
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platformData:
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||||
Any:
|
||||
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assetBundleName:
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||||
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@ -1,7 +1,18 @@
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fileFormatVersion: 2
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guid: 4ad02dc83da735c4e8d945332b9202f6
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MonoAssemblyImporter:
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PluginImporter:
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serializedVersion: 1
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iconMap: {}
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Any:
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enabled: 1
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userData:
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guid: 4e25b9a3d527f7a4eb6c14cd8d61012b
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timeCreated: 1425647041
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timeCreated: 1431071541
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licenseType: Free
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PluginImporter:
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||||
serializedVersion: 1
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||||
|
@ -23,7 +23,7 @@ Global
|
||||
GlobalSection(SolutionProperties) = preSolution
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||||
HideSolutionNode = FALSE
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EndGlobalSection
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||||
GlobalSection(MonoDevelopProperties) = preSolution
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GlobalSection(MonoDevelopProperties) = preSolution
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StartupItem = Assembly-CSharp.csproj
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Policies = $0
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$0.TextStylePolicy = $1
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|
@ -29,7 +29,7 @@ Global
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
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StartupItem = Assembly-CSharp.csproj
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Policies = $0
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$0.TextStylePolicy = $1
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@ -1,15 +1,18 @@
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||||
<MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" PreferredExecutionTarget="MonoDevelop.Default" />
|
||||
<MonoDevelop.Ide.Workbench ActiveDocument="e:\Facultate\$ Licenta\Game\Assets\Scripts\Generators\MapImageRenderer.cs">
|
||||
<Files>
|
||||
<File FileName="Assets\Scripts\Test.cs" Line="7" Column="4" />
|
||||
<File FileName="e:\Facultate\$ Licenta\Game\Assets\Scripts\Generators\MapImageRenderer.cs" Line="12" Column="19" />
|
||||
</Files>
|
||||
</MonoDevelop.Ide.Workbench>
|
||||
<MonoDevelop.Ide.DebuggingService.Breakpoints>
|
||||
<BreakpointStore>
|
||||
<Breakpoint file="E:\Facultate\$ Licenta\Game\Assets\Scripts\Test.cs" line="14" />
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</MonoDevelop.Ide.DebuggingService.Breakpoints>
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||||
<MonoDevelop.Ide.DebuggingService.PinnedWatches />
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<Properties>
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||||
<MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" PreferredExecutionTarget="MonoDevelop.Default" />
|
||||
<MonoDevelop.Ide.Workbench ActiveDocument="Assets\Scripts\Unity\TerrainGeneratorScript.cs">
|
||||
<Files>
|
||||
<File FileName="Assets\Scripts\Business\BiomeManager.cs" Line="55" Column="1" />
|
||||
<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" />
|
||||
</Files>
|
||||
</MonoDevelop.Ide.Workbench>
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||||
<MonoDevelop.Ide.DebuggingService.Breakpoints>
|
||||
<BreakpointStore>
|
||||
<Breakpoint file="E:\Facultate\$ Licenta\Game\Assets\Scripts\Test.cs" line="14" />
|
||||
</BreakpointStore>
|
||||
</MonoDevelop.Ide.DebuggingService.Breakpoints>
|
||||
<MonoDevelop.Ide.DebuggingService.PinnedWatches />
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@ -1 +1 @@
|
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5;0;-1
|
||||
19;0;-1
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -1,2 +1,2 @@
|
||||
0000.54eca922.0000
|
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0000.54eca946.0000
|
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0000.55154b60.0000
|
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0000.55154ba6.0000
|
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BIN
Game/Library/ShaderCache/0/00072aed2a62c7057997e041278bf1b5.bin
Normal file
BIN
Game/Library/ShaderCache/0/00072aed2a62c7057997e041278bf1b5.bin
Normal file
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Game/Library/ShaderCache/0/0070702fb66aa3a7d436324715fafeb3.bin
Normal file
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Game/Library/ShaderCache/0/0070702fb66aa3a7d436324715fafeb3.bin
Normal file
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Game/Library/ShaderCache/0/00d934901179b5ff79ebc194e5f5baee.bin
Normal file
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Game/Library/ShaderCache/0/00d934901179b5ff79ebc194e5f5baee.bin
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Game/Library/ShaderCache/0/017b29a2b0a64f7edfe1ce6afa53dc49.bin
Normal file
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Game/Library/ShaderCache/0/017b29a2b0a64f7edfe1ce6afa53dc49.bin
Normal file
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Game/Library/ShaderCache/0/01c549243649f334de07e5f97df607e9.bin
Normal file
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Game/Library/ShaderCache/0/01c549243649f334de07e5f97df607e9.bin
Normal file
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Game/Library/ShaderCache/0/021def425fd40884f263a772e66c02e6.bin
Normal file
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Game/Library/ShaderCache/0/021def425fd40884f263a772e66c02e6.bin
Normal file
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Game/Library/ShaderCache/0/02989c1c8c3d2fc8c8fe34f7a0299a60.bin
Normal file
BIN
Game/Library/ShaderCache/0/02989c1c8c3d2fc8c8fe34f7a0299a60.bin
Normal file
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Game/Library/ShaderCache/0/0343dd70cc0e33bd26eab068622218b2.bin
Normal file
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Game/Library/ShaderCache/0/0343dd70cc0e33bd26eab068622218b2.bin
Normal file
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Game/Library/ShaderCache/0/0420edb4ea6b8ef0d5e7437a05876307.bin
Normal file
BIN
Game/Library/ShaderCache/0/0420edb4ea6b8ef0d5e7437a05876307.bin
Normal file
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Game/Library/ShaderCache/0/042d96477f7704a9387dabcf4a07de0e.bin
Normal file
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Game/Library/ShaderCache/0/042d96477f7704a9387dabcf4a07de0e.bin
Normal file
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Game/Library/ShaderCache/0/0441fd2376f5786a5c68073ac5fc6acb.bin
Normal file
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Game/Library/ShaderCache/0/0441fd2376f5786a5c68073ac5fc6acb.bin
Normal file
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Game/Library/ShaderCache/0/04529e61403d02d7705124f21a85bacf.bin
Normal file
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Game/Library/ShaderCache/0/04529e61403d02d7705124f21a85bacf.bin
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Game/Library/ShaderCache/0/0463e3f8fb84adcd1cf39ab417bb3c82.bin
Normal file
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Game/Library/ShaderCache/0/0463e3f8fb84adcd1cf39ab417bb3c82.bin
Normal file
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Game/Library/ShaderCache/0/05915d2904f850bfa4c3683f97f258bd.bin
Normal file
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Game/Library/ShaderCache/0/05915d2904f850bfa4c3683f97f258bd.bin
Normal file
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Game/Library/ShaderCache/0/063271fdd0c6703a7145ca861acbea9e.bin
Normal file
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Game/Library/ShaderCache/0/063271fdd0c6703a7145ca861acbea9e.bin
Normal file
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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
Normal file
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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
Normal file
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Game/Library/ShaderCache/0/075862f307b7191426790e0380dfffb7.bin
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Game/Library/ShaderCache/0/07c9cc77ddd78a22b788e23624776102.bin
Normal file
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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
Normal file
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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
Normal file
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Game/Library/ShaderCache/0/0b634534b07961eeaaae6327ae4f22a7.bin
Normal file
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Game/Library/ShaderCache/0/0c2a32646f1926f152b065734838fe14.bin
Normal file
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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
Normal file
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Game/Library/ShaderCache/0/0f05937ae60079c307451a41212586b3.bin
Normal file
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Game/Library/ShaderCache/0/0f05937ae60079c307451a41212586b3.bin
Normal file
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Game/Library/ShaderCache/0/0fa3e4aecb26a9e10f1956e364000b4c.bin
Normal file
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Game/Library/ShaderCache/0/0fa3e4aecb26a9e10f1956e364000b4c.bin
Normal file
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Game/Library/ShaderCache/0/0fda311067ae0e94423f025e4769d0dc.bin
Normal file
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Game/Library/ShaderCache/0/0fda311067ae0e94423f025e4769d0dc.bin
Normal file
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Game/Library/ShaderCache/1/1053c5de55c42e58f785395f70c0d161.bin
Normal file
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Game/Library/ShaderCache/1/1053c5de55c42e58f785395f70c0d161.bin
Normal file
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Game/Library/ShaderCache/1/10f32480dc821d988ec1c6c7ca2755d0.bin
Normal file
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Game/Library/ShaderCache/1/10f32480dc821d988ec1c6c7ca2755d0.bin
Normal file
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Game/Library/ShaderCache/1/1175a2575dc86d67151eaa7618c9d146.bin
Normal file
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Game/Library/ShaderCache/1/1175a2575dc86d67151eaa7618c9d146.bin
Normal file
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Game/Library/ShaderCache/1/11805260a10a11dacbdf60f612bb8995.bin
Normal file
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Game/Library/ShaderCache/1/11805260a10a11dacbdf60f612bb8995.bin
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Game/Library/ShaderCache/1/12fb7e58482ae277ae6a1b5d236c1b81.bin
Normal file
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Game/Library/ShaderCache/1/12fb7e58482ae277ae6a1b5d236c1b81.bin
Normal file
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Game/Library/ShaderCache/1/13050c6e8e6483dd858318c73dc12d81.bin
Normal file
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Game/Library/ShaderCache/1/13050c6e8e6483dd858318c73dc12d81.bin
Normal file
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Game/Library/ShaderCache/1/14673517a55f8b49a48cc208f1539275.bin
Normal file
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Game/Library/ShaderCache/1/14673517a55f8b49a48cc208f1539275.bin
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Game/Library/ShaderCache/1/14a804a81793cd5dc428ca7d49a61f13.bin
Normal file
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Game/Library/ShaderCache/1/14a804a81793cd5dc428ca7d49a61f13.bin
Normal file
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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
Normal file
BIN
Game/Library/ShaderCache/1/151e136acb5a8d1c0efa024b8877a111.bin
Normal file
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Game/Library/ShaderCache/1/1727f9c91410d891442c840bd0769a17.bin
Normal file
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Game/Library/ShaderCache/1/1727f9c91410d891442c840bd0769a17.bin
Normal file
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BIN
Game/Library/ShaderCache/1/17f0ec4bc2715e9e695ad5e19c3e753f.bin
Normal file
BIN
Game/Library/ShaderCache/1/17f0ec4bc2715e9e695ad5e19c3e753f.bin
Normal file
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BIN
Game/Library/ShaderCache/1/1856556a6eee4520387c8f3e5e4dbbf6.bin
Normal file
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Game/Library/ShaderCache/1/1856556a6eee4520387c8f3e5e4dbbf6.bin
Normal file
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Game/Library/ShaderCache/1/1871d168e785071d4fe7c3a52d517f87.bin
Normal file
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Game/Library/ShaderCache/1/1871d168e785071d4fe7c3a52d517f87.bin
Normal file
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BIN
Game/Library/ShaderCache/1/19516bc8b27ca0b8a5b6e9d9549c43b3.bin
Normal file
BIN
Game/Library/ShaderCache/1/19516bc8b27ca0b8a5b6e9d9549c43b3.bin
Normal file
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BIN
Game/Library/ShaderCache/1/198e336b210dc589374a47cefd912f29.bin
Normal file
BIN
Game/Library/ShaderCache/1/198e336b210dc589374a47cefd912f29.bin
Normal file
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BIN
Game/Library/ShaderCache/1/19aaaa0b76f94eab292c9b71de697e7c.bin
Normal file
BIN
Game/Library/ShaderCache/1/19aaaa0b76f94eab292c9b71de697e7c.bin
Normal file
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BIN
Game/Library/ShaderCache/1/19b9c3b31d47cb9851457677b31ddcf3.bin
Normal file
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Game/Library/ShaderCache/1/19b9c3b31d47cb9851457677b31ddcf3.bin
Normal file
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Reference in New Issue
Block a user