Added debugging steve
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6cec59c7cb
commit
617c48d4ff
18
Assets/Scripts/DebuggingSteve.cs
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18
Assets/Scripts/DebuggingSteve.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DebuggingSteve : MonoBehaviour {
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public Lorax Lorax;
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public bool Reveal;
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void Update() {
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if (Reveal) {
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Reveal = false;
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var chunk = Lorax.GetChunkAt(transform.position.x, transform.position.z);
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chunk.SetActive(true);
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}
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}
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}
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11
Assets/Scripts/DebuggingSteve.cs.meta
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11
Assets/Scripts/DebuggingSteve.cs.meta
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fileFormatVersion: 2
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guid: a20b77427e31f0940ad0968a2ecce8d8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -31,6 +31,7 @@ public class Lorax : MonoBehaviour {
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private GameObject[] Chunks;
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private GameObject[] Chunks;
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void Start() {
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void Start() {
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Debug.Log((int)((Mathf.Floor((228.55f) / ChunkSize) * 25) + Mathf.Floor(245.27f / ChunkSize)));
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}
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}
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@ -51,9 +52,14 @@ public class Lorax : MonoBehaviour {
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}
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}
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public GameObject GetChunkAt(float x, float y) {
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public GameObject GetChunkAt(float x, float y) {
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y += 250;
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/*Debug.Log("----------------");
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x += 250;
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Debug.Log("y: " + (y + 250f));
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int CurrentChunk = (int)((Mathf.Floor(y / ChunkSize) * 20) + Mathf.Floor(x / ChunkSize));
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Debug.Log("x: " + (x + 250f));
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Debug.Log("y divided: " + (y + 250f) / ChunkSize);
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Debug.Log("x divided: " + (x + 250f) / ChunkSize);
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Debug.Log("y floored: " + (Mathf.Floor((y + 250f) / ChunkSize)));
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Debug.Log("x floored: " + (Mathf.Floor((x + 250f) / ChunkSize)));*/
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int CurrentChunk = (int)((Mathf.Floor((y + 250f) / ChunkSize) * 25f) + Mathf.Floor((x + 250f) / ChunkSize));
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return Chunks[CurrentChunk];
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return Chunks[CurrentChunk];
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}
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}
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@ -77,7 +83,7 @@ public class Lorax : MonoBehaviour {
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for (int y = 0; y < cap; y++) {
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for (int y = 0; y < cap; y++) {
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TreePositions[y] = new Vector3[cap];
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TreePositions[y] = new Vector3[cap];
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for (int x = 0; x < cap; x++) {
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for (int x = 0; x < cap; x++) {
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int CurrentChunk = (int)((Mathf.Floor(y * Denseness / ChunkSize) * 20) + Mathf.Floor(x * Denseness / ChunkSize));
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int CurrentChunk = (int)((Mathf.Floor(y * Denseness / ChunkSize) * 25) + Mathf.Floor(x * Denseness / ChunkSize));
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if (Chunks[CurrentChunk] == null) {
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if (Chunks[CurrentChunk] == null) {
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Chunks[CurrentChunk] = new GameObject("Chunk " + CurrentChunk);
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Chunks[CurrentChunk] = new GameObject("Chunk " + CurrentChunk);
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Chunks[CurrentChunk].transform.parent = transform;
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Chunks[CurrentChunk].transform.parent = transform;
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