106 lines
4.0 KiB
C#
106 lines
4.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[ExecuteAlways]
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public class Lorax : MonoBehaviour {
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public Terrain Terrain;
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[Header("Generic Gen")]
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public int Seed;
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public bool Regen = false;
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public List<GameObject> SpawnableTrees;
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public List<int> Chances;
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[Header("Generation Details")]
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public float HeightMin = 7.5f;
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public float HeightMax = 9;
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public float TreeChance = 0.9f;
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public float CampSize = 10f;
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public Vector3 CampMiddle;
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public float RandomNudge = 2f;
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public float Denseness = 4;
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public float MinimumAdjacency = 1.5f;
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private int LastSeed = -1;
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private Vector3[][] TreePositions;
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private int ChunkSize = 20;
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private GameObject[] Chunks;
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void Start() {
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}
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void Update() {
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if (Application.isEditor) {
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if (LastSeed == Seed && !Regen) {
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return;
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}
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Regen = false;
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LastSeed = Seed;
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Random.InitState(Seed);
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for (int x = transform.childCount - 1; x >= 0; x--) {
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DestroyImmediate(transform.GetChild(0).gameObject);
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}
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int cap = (int)Mathf.Floor(500 / Denseness);
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int[] TotalChances = new int[SpawnableTrees.Count + 1];
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int Counter = 0;
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for (int x = 0; x < TotalChances.Length - 1; x++) {
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TotalChances[x + 1] = Counter + Chances[x];
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Counter = TotalChances[x + 1];
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}
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Chunks = new GameObject[(500 / ChunkSize) * (500 / ChunkSize)];
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TreePositions = new Vector3[cap][];
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for (int y = 0; y < cap; y++) {
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TreePositions[y] = new Vector3[cap];
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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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if (Chunks[CurrentChunk] == null) {
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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].SetActive(false);
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}
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if (Random.value > TreeChance) {
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continue;
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}
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var pos = new Vector3(x * Denseness - 250 + Random.value * RandomNudge - RandomNudge / 2, 0, y * Denseness - 250 + Random.value * RandomNudge - RandomNudge / 2);
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TreePositions[y][x] = pos;
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if (x > 0 && (TreePositions[y][x - 1] - pos).magnitude < MinimumAdjacency) {
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continue;
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}
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if (y > 0 && (TreePositions[y - 1][x] - pos).magnitude < MinimumAdjacency) {
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continue;
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}
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if ((pos - CampMiddle).magnitude < CampSize) {
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continue;
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}
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var height = Terrain.SampleHeight(pos);
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if (height >= HeightMin && height <= HeightMax) {
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pos.y = Terrain.transform.position.y + height;
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var rand = Random.Range(0, TotalChances[TotalChances.Length - 1]);
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var Chosen = SpawnableTrees[0];
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for (int curr = TotalChances.Length - 2; curr > 0; curr--) {
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if (rand > TotalChances[curr]) {
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Chosen = SpawnableTrees[curr];
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break;
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}
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}
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var rot = Quaternion.Euler(0, 360 * Random.value, 0);
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var obj = GameObject.Instantiate(Chosen, pos, rot, Chunks[CurrentChunk].transform);
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}
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}
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}
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}
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}
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public GameObject GetChunkAt(float x, float y) {
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y += 250;
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x += 250;
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int CurrentChunk = (int)((Mathf.Floor(y / ChunkSize) * 20) + Mathf.Floor(x / ChunkSize));
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return Chunks[CurrentChunk];
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}
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}
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