added new tree prefabs, new ground texture
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public System.Random random = new System.Random();
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||||||
public List<GameObject> renderedTrees = new List<GameObject>();
|
public List<GameObject> renderedTrees = new List<GameObject>();
|
||||||
|
|
||||||
float treesZSlider = 0.0f;
|
float treesZSlider = 0.0f;
|
||||||
float treesXSlider = 0.0f;
|
float treesXSlider = 0.0f;
|
||||||
|
|
||||||
|
float lightIntensity = 4.0f;
|
||||||
GameObject selectRandomTree()
|
GameObject selectRandomTree()
|
||||||
{
|
{
|
||||||
var list = new List<GameObject> { tree1, tree2, tree3, tree4, tree5 };
|
var list = new List<GameObject> { tree1, tree2, tree3, tree4, tree5, tree6 };
|
||||||
var index = UnityEngine.Random.Range(0, list.Count - 1);
|
var index = UnityEngine.Random.Range(0, list.Count - 1);
|
||||||
return list[index];
|
return list[index];
|
||||||
}
|
}
|
||||||
@ -86,10 +88,10 @@ public class main : MonoBehaviour
|
|||||||
|
|
||||||
int positionShift_x = 500;
|
int positionShift_x = 500;
|
||||||
int positionShift_z = 500;
|
int positionShift_z = 500;
|
||||||
int treesNumber = 5;
|
int treesNumber = 50;
|
||||||
int rowsNumber = 3;
|
int rowsNumber = 10;
|
||||||
int gridShiftX = 5;
|
int gridShiftX = 10;
|
||||||
int gridShiftZ = 5;
|
int gridShiftZ = 10;
|
||||||
|
|
||||||
int randomShiftX;
|
int randomShiftX;
|
||||||
int randomShiftZ;
|
int randomShiftZ;
|
||||||
@ -186,7 +188,7 @@ public class main : MonoBehaviour
|
|||||||
// mainCamera.GetComponent<Camera>().transform.position = new Vector3(m_camPosX,m_camPosY,m_camPosZ);
|
// mainCamera.GetComponent<Camera>().transform.position = new Vector3(m_camPosX,m_camPosY,m_camPosZ);
|
||||||
mainCamera.GetComponent<Camera>().transform.position = new Vector3(camera_r * Mathf.Cos(camera_rotation) + 500f, 10f, camera_r * Mathf.Sin(camera_rotation) + 500f);
|
mainCamera.GetComponent<Camera>().transform.position = new Vector3(camera_r * Mathf.Cos(camera_rotation) + 500f, 10f, camera_r * Mathf.Sin(camera_rotation) + 500f);
|
||||||
mainCamera.GetComponent<Camera>().transform.LookAt(new Vector3(500f, 1f, 500f));
|
mainCamera.GetComponent<Camera>().transform.LookAt(new Vector3(500f, 1f, 500f));
|
||||||
camera_rotation += 0.01f;
|
camera_rotation += 0.001f;
|
||||||
int index = 0;
|
int index = 0;
|
||||||
|
|
||||||
renderedTrees.ForEach(elem => {
|
renderedTrees.ForEach(elem => {
|
||||||
@ -200,7 +202,7 @@ public class main : MonoBehaviour
|
|||||||
|
|
||||||
treesZSlider = 0;
|
treesZSlider = 0;
|
||||||
treesXSlider = 0;
|
treesXSlider = 0;
|
||||||
//SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
|
directionalLight.GetComponent<Light>().intensity = lightIntensity;
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnGUI()
|
void OnGUI()
|
||||||
@ -235,6 +237,8 @@ public class main : MonoBehaviour
|
|||||||
GUI.Label(new Rect(10, 230, 60, 20), "TreesXSlider");
|
GUI.Label(new Rect(10, 230, 60, 20), "TreesXSlider");
|
||||||
treesXSlider = GUI.HorizontalSlider(new Rect(70, 230, 150, 20), treesXSlider, -30.0f, 30.0f);
|
treesXSlider = GUI.HorizontalSlider(new Rect(70, 230, 150, 20), treesXSlider, -30.0f, 30.0f);
|
||||||
|
|
||||||
|
GUI.Label(new Rect(10, 250, 60, 20), "LightSlider");
|
||||||
|
lightIntensity = GUI.HorizontalSlider(new Rect(70, 250, 150, 20), lightIntensity, 0.0f, 10.0f);
|
||||||
|
|
||||||
}
|
}
|
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}
|
}
|
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