本文整理汇总了C#中Map.GetHeight方法的典型用法代码示例。如果您正苦于以下问题:C# Map.GetHeight方法的具体用法?C# Map.GetHeight怎么用?C# Map.GetHeight使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Map
的用法示例。
在下文中一共展示了Map.GetHeight方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Forest
public Forest(List<ITree> startTrees, List<ITree> treesSpecies,Map map )
{
this.treesSpecies = treesSpecies;
this.forestMap =map;
allTrees.Clear();
this.allTrees = new HashSet<ITree>();
trees = new HashSet<ITree>[forestMap.GetWidth()/boxSize+2,forestMap.GetHeight()/boxSize+2];
for (int i = 0; i < trees.GetLength(0); i++) {
for (int j = 0; j < trees.GetLength(1); j++) {
trees[i,j] = new HashSet<ITree>();
}
}
foreach (ITree tree in startTrees) {
AddTree(tree);
}
}
示例2: LoadMap
public void LoadMap(string filename)
{
int x = 0;
int y = 0;
Light light;
map = MapFile.Load(resourcePath + "/Maps/" + filename);
mapWidth = map.GetWidth();
mapHeight = map.GetHeight();
activeRobot = map.GetActiveRobot();
robotCamera.Attach(activeRobot);
map.AddRobotToRemoteControlUnitList(activeRobot);
light = new Light(LightName.Light7);
activeRobot.AddLight(light);
someRobot = activeRobot;
LightPost lightpost = new LightPost(4);
map.SetTile(lightpost, x, y);
light = new Light(LightName.Light0);
light.setCutOff(45.0f);
light.lookAt(0.0f, 6.0f, 0.0f,
2.0f * (float) Math.Sqrt(2.0f), 0.0f, -2.0f * (float) Math.Sqrt(2.0f),
1.0f, 1.0f, 1.0f);
lightpost.AddLight(light);
l = light;
lightCamera1 = new Camera(0.0f, 6.0f, 0.0f,
2.0f * (float) Math.Sqrt(2.0f), 0.0f, -2.0f * (float) Math.Sqrt(2.0f),
0.0f, 1.0f, 0.0f);
lightpost = new LightPost(3);
map.SetTile(lightpost, x + mapWidth - 1, y);
light = new Light(LightName.Light1);
light.setCutOff(45.0f);
light.lookAt(0.0f, 6.0f, 0.0f,
-2.0f * (float) Math.Sqrt(2.0f), 0.0f, -2.0f * (float) Math.Sqrt(2.0f),
0.0f, 0.0f, 1.0f);
lightpost.AddLight(light);
lightCamera2 = new Camera(mapWidth - 1, 6.0f, 0.0f,
(mapWidth - 1) - 2.0f * (float) Math.Sqrt(2.0f), 0.0f, -2.0f * (float) Math.Sqrt(2.0f),
0.0f, 1.0f, 0.0f);
lightpost = new LightPost(2);
map.SetTile(lightpost, x + mapWidth - 1, y + mapHeight -1);
light = new Light(LightName.Light2);
light.setCutOff(45.0f);
light.lookAt(0.0f, 6.0f, 0.0f,
-2.0f * (float) Math.Sqrt(2.0f), 0.0f, 2.0f * (float) Math.Sqrt(2.0f),
1.0f, 1.0f, 1.0f);
lightpost.AddLight(light);
lightCamera3 = new Camera(mapWidth, 6.0f, -(mapHeight - 1),
(mapWidth - 1) - 2.0f * (float) Math.Sqrt(2.0f), 0.0f, -(mapHeight - 1) + 2.0f * (float) Math.Sqrt(2.0f),
0.0f, 1.0f, 0.0f);
lightpost = new LightPost(1);
map.SetTile(lightpost, x, y + (mapHeight - 1));
light = new Light(LightName.Light3);
light.setCutOff(45.0f);
light.lookAt(0.0f, 6.0f, 0.0f,
2.0f * (float) Math.Sqrt(2.0f), 0.0f, 2.0f * (float) Math.Sqrt(2.0f),
1.0f, 1.0f, 1.0f);
lightpost.AddLight(light);
lightCamera4 = new Camera(0.0f, 6.0f, -(mapHeight - 1),
2.0f * (float) Math.Sqrt(2.0f), 0.0f, -(mapHeight - 1) + 2.0f * (float) Math.Sqrt(2.0f),
0.0f, 1.0f, 0.0f);
this.Title = this.baseTitle;
PrintHelp();
prevMousePosition = this.WindowCenter;
prevMouseDelta = new Point(0, 0);
nullDelta = new Point(0, 0);
globalCamera.SetMap(map);
robotCamera.SetMap(map);
camera = globalCamera;
System.Windows.Forms.Cursor.Hide();
GL.Enable(EnableCap.Lighting);
GL.Enable(EnableCap.ColorMaterial);
GL.Enable(EnableCap.Texture2D);
/* To Avoid Having Z-Fighting for projecting surfaces onto another surface (Shadows) */
GL.PolygonOffset(-10.0f, -25.0f);
//.........这里部分代码省略.........
示例3: LoadScmapFile
//.........这里部分代码省略.........
float HeightResize = 512 * 40;
WaterMaterial.SetTexture("_UtilitySamplerC", map.UncompressedWatermapTex);
WaterMaterial.SetFloat("_WaterScale", HalfxRes);
//*****************************************
// ***** Set Terrain proportives
//*****************************************
if(Teren) DestroyImmediate(Teren.gameObject);
// Load Stratum Textures Paths
for (int i = 0; i < Textures.Length; i++) {
Textures[i].AlbedoPath = map.Layers[i].PathTexture;
Textures[i].NormalPath = map.Layers[i].PathNormalmap;
if(Textures[i].AlbedoPath.StartsWith("/")){
Textures[i].AlbedoPath = Textures[i].AlbedoPath.Remove(0, 1);
}
if(Textures[i].NormalPath.StartsWith("/")){
Textures[i].NormalPath = Textures[i].NormalPath.Remove(0, 1);
}
Textures[i].AlbedoScale = map.Layers[i].ScaleTexture;
Textures[i].NormalScale = map.Layers[i].ScaleNormalmap;
Gamedata.LoadTextureFromGamedata("env.scd", Textures[i].AlbedoPath, i, false);
yield return null;
Gamedata.LoadTextureFromGamedata("env.scd", Textures[i].NormalPath, i, true);
yield return null;
}
Teren = Terrain.CreateTerrainGameObject( Data ).GetComponent<Terrain>();
Teren.gameObject.name = "TERRAIN";
Teren.materialType = Terrain.MaterialType.Custom;
Teren.materialTemplate = TerrainMaterial;
Teren.heightmapPixelError = 1;
Teren.basemapDistance = 10000;
Teren.castShadows = false;
Teren.drawTreesAndFoliage = false;
Teren.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
Data.heightmapResolution = (int)(xRes + 1);
Data.size = new Vector3(
HalfxRes,
yRes * MapHeightScale,
HalfzRes
);
Data.SetDetailResolution((int)(xRes / 2), 8);
Data.baseMapResolution = (int)(xRes / 2);
Data.alphamapResolution = (int)(xRes / 2);
Teren.transform.localPosition = new Vector3(0, 0, -HalfzRes);
WaterLevel.transform.localScale = new Vector3(HalfxRes, 1, HalfzRes);
WaterLevel.transform.position = Vector3.up * (map.Water.Elevation / 10.0f);
TerrainMaterial.SetFloat("_WaterLevel", map.Water.Elevation / 10.0f);
TerrainMaterial.SetFloat("_AbyssLevel", map.Water.ElevationAbyss / 10.0f);
TerrainMaterial.SetInt("_Water", MapLuaParser.Water?1:0);
TerrainMaterial.SetTexture("_UtilitySamplerC", map.UncompressedWatermapTex);
TerrainMaterial.SetFloat("_GridScale", HalfxRes);
heights = new float[map.Width + 1, map.Height + 1];
// Modify heights array data
for (int y = 0; y < map.Width + 1; y++) {
for (int x = 0; x < map.Height + 1; x++) {
heights[x,y] = map.GetHeight(y, map.Height - x) / HeightResize ;
}
}
// Set terrain heights from heights array
Data.SetHeights(0, 0, heights);
//TerrainM.Heights = heights;
//TerrainM.GenerateMesh ();
// Save stratum mask to files
if(SaveStratumToPng){
byte[] bytes;
string filename = "temfiles/tex1";
bytes = map.TexturemapTex.EncodeToPNG();
filename += ".png";
System.IO.File.WriteAllBytes(filename, bytes);
bytes = null;
filename = "temfiles/tex2";
bytes = map.TexturemapTex2.EncodeToPNG();
filename += ".png";
System.IO.File.WriteAllBytes(filename, bytes);
}
Teren.gameObject.layer = 8;
Teren.heightmapPixelError = 0; // Force terrain pixel error to 0, to get more sharp terrain
SetTextures ();
yield return null;
}
示例4: Generate
public void Generate(Map map)
{
int w = map.Width;
int h = map.Height;
int faces = 0; // face count needed
int vCount = 0; // total vertices
int index = 0;
int[, ,] indexMap = new int[w + 1, h + 1, 2];
for (int x = 0; x < w + 1; ++x)
{
for (int y = 0; y < h + 1; ++y)
{
if (map.IsSquareOnLevel(x, y, 1))
{
++vCount;
if (map.IsSquareOnLevel(x, y, 0))
{
++vCount;
}
}
}
}
vertices = new Vector3[vCount];
index = 0;
for (int x = 0; x < w + 1; ++x)
{
for (int y = 0; y < h + 1; ++y)
{
if (map.IsSquareOnLevel(x, y, 1))
{
vertices[index] = new Vector3(x, 1, y);
indexMap[x, y, 1] = index;
++index;
if (map.IsSquareOnLevel(x, y, 0))
{
vertices[index] = new Vector3(x, 0, y);
indexMap[x, y, 0] = index;
++index;
}
}
}
}
for (int x = 0; x < w; ++x)
{
for (int y = 0; y < h; ++y)
{
int t = map.GetHeight(x, y);
if (t > 0)
{
if (map.GetHeight(x + 1, y) < 1)
{
++faces;
}
if (map.GetHeight(x - 1, y) < 1)
{
++faces;
}
if (map.GetHeight(x, y + 1) < 1)
{
++faces;
}
if (map.GetHeight(x, y - 1) < 1)
{
++faces;
}
++faces;
}
}
}
triangles = new int[faces * 3 * 2];
index = 0;
for (int x = 0; x < w; ++x)
{
for (int y = 0; y < h; ++y)
{
if (map.IsLevel(x, y, 1))
{
// top
triangles[index++] = indexMap[x, y, 1];
triangles[index++] = indexMap[x, y + 1, 1];
triangles[index++] = indexMap[x + 1, y + 1, 1];
triangles[index++] = indexMap[x, y, 1];
triangles[index++] = indexMap[x + 1, y + 1, 1];
triangles[index++] = indexMap[x + 1, y, 1];
if (map.GetHeight(x + 1, y) < 1)
{
// East
triangles[index++] = indexMap[x + 1, y + 1, 1];
//.........这里部分代码省略.........
示例5: LoadScmapFile
//.........这里部分代码省略.........
tex[i].smoothness = 0.5f;
}
Data.splatPrototypes = tex;
Teren = Terrain.CreateTerrainGameObject( Data ).GetComponent<Terrain>();
Teren.gameObject.name = "TERRAIN";
Teren.materialType = Terrain.MaterialType.Custom;
Teren.materialTemplate = TerrainMaterial;
Teren.heightmapPixelError = 1;
Teren.basemapDistance = 10000;
Teren.castShadows = false;
Teren.drawTreesAndFoliage = false;
Teren.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
Data.heightmapResolution = (int)(xRes + 1);
Data.size = new Vector3(
xRes / 10.0f,
yRes * MapHeightScale,
zRes / 10.0f
);
Data.SetDetailResolution((int)(xRes / 2), 8);
Data.baseMapResolution = (int)(xRes / 2);
Data.alphamapResolution = (int)(xRes / 2);
Teren.transform.localPosition = new Vector3(0, 0, -zRes / 10.0f);
WaterLevel.transform.localScale = new Vector3(xRes / 10, 1, zRes / 10);
WaterLevel.transform.position = Vector3.up * (map.Water.Elevation / 10.0f);
TerrainMaterial.SetFloat("_WaterLevel", map.Water.Elevation / 10.0f);
TerrainMaterial.SetFloat("_AbyssLevel", map.Water.ElevationAbyss / 10.0f);
TerrainMaterial.SetInt("_Water", MapLuaParser.Water?1:0);
TerrainMaterial.SetFloat("_LowerScale", Textures[0].AlbedoScale / Textures[1].AlbedoScale);
TerrainMaterial.SetTexture("_SplatLower", Textures[0].Albedo);
TerrainMaterial.SetTexture("_NormalLower", Textures[0].Normal);
TerrainMaterial.SetTexture("_UtilitySamplerC", map.WatermapTex);
TerrainMaterial.SetFloat("_GridScale", xRes / 10f);
heights = new float[map.Width + 1, map.Height + 1];
// Modify heights array data
for (int y = 0; y < map.Width + 1; y++) {
for (int x = 0; x < map.Height + 1; x++) {
heights[x,y] = map.GetHeight(y, map.Height - x) / HeightResize ;
}
}
// Set terrain heights from heights array
Data.SetHeights(0, 0, heights);
// Mask textures
float[,,] maps = new float[Data.alphamapWidth, Data.alphamapHeight, 4];
Debug.Log("Load maps: " + Data.alphamapWidth);
for(int i = 0; i < Data.alphamapWidth; i++){
for(int e = 0; e < Data.alphamapHeight; e++){
float stratum1 = map.TexturemapTex.GetPixel(e, Data.alphamapWidth - i - 1).b;
float stratum2 = map.TexturemapTex.GetPixel(e, Data.alphamapWidth - i - 1).g;
float stratum3 = map.TexturemapTex.GetPixel(e, Data.alphamapWidth - i - 1).r;
float stratum4 = map.TexturemapTex.GetPixel(e, Data.alphamapWidth - i - 1).a;
maps[i, e, 0] = stratum1; // stratum 1
maps[i, e, 1] = stratum2; // stratum 2
maps[i, e, 2] = stratum3; // stratum 3
maps[i, e, 3] = stratum4; // stratum 4
}
}
yield return null;
byte[] bytes;
string filename = "temfiles/tex1";
bytes = map.TexturemapTex.EncodeToPNG();
filename += ".png";
System.IO.File.WriteAllBytes(filename, bytes);
bytes = null;
filename = "temfiles/tex2";
bytes = map.TexturemapTex2.EncodeToPNG();
filename += ".png";
System.IO.File.WriteAllBytes(filename, bytes);
Data.SetAlphamaps(0, 0, maps);
Teren.gameObject.layer = 8;
string AllProps = "";
for(int i = 0; i < map.Props.Count; i++){
if( !map.Props[i].BlueprintPath.Contains("pine")){
AllProps += map.Props[i].BlueprintPath + "\n";
}
}
Debug.Log("All Props\n" + AllProps);
yield return null;
}