using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; using System; using UnityEngine.SceneManagement; public class main : MonoBehaviour { //ground float m_groundWidth = 10.0f; float m_groundHeight = 10.0f; Shader m_groundShader; Texture m_groundTexture; Color m_groundColor; //camera GUI float m_FieldOfView = 60.0f; float m_camPosX = 0.0f; float m_camPosY = 10.0f; float m_camPosZ = 20.0f; float m_camLookAtX = 0.0f; float m_camLookAtY = 0.0f; float m_camLookAtZ = 0.0f; float camera_rotation = 0.1f; float camera_r = 20f; Vector3 lightDir = new Vector3(10.0f, 10.0f, 10.0f); //components GameObject mainCamera; GameObject directionalLight; GameObject ground; int numOfTrees; int numOfRows; //prefabs public GameObject tree1; public GameObject tree2; public GameObject tree3; public GameObject tree4; public GameObject tree5; public System.Random random = new System.Random(); public List renderedTrees = new List(); float treesZSlider = 0.0f; float treesXSlider = 0.0f; GameObject selectRandomTree() { var list = new List { tree1, tree2, tree3, tree4, tree5 }; var index = UnityEngine.Random.Range(0, list.Count - 1); return list[index]; } void Start() { //camera mainCamera = new GameObject(); mainCamera.AddComponent(); mainCamera.transform.position = new Vector3(m_camPosX, m_camPosY, m_camPosZ); mainCamera.transform.LookAt(new Vector3(m_camLookAtX, m_camLookAtY, m_camLookAtZ), new Vector3(0.0f, 1.0f, 0.0f)); mainCamera.name = "MainCamera"; //-------------------------------------------------------------------------------------------------------------------- //directional light directionalLight = new GameObject(); directionalLight.AddComponent(); directionalLight.name = "Directional Light"; directionalLight.GetComponent().type = LightType.Directional; directionalLight.GetComponent().shadows = LightShadows.Soft; directionalLight.GetComponent().color = Color.white; directionalLight.GetComponent().useColorTemperature = true; directionalLight.GetComponent().colorTemperature = 5900; directionalLight.transform.position = new Vector3(10, 10.0f, 10.0f); directionalLight.transform.Rotate(lightDir.x, lightDir.y, lightDir.z, Space.Self); //--------------------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------------------- // create prefabs int positionShift_x = 500; int positionShift_z = 500; int treesNumber = 5; int rowsNumber = 3; int gridShiftX = 5; int gridShiftZ = 5; int randomShiftX; int randomShiftZ; numOfTrees = treesNumber; numOfRows = rowsNumber; int maxShiftValue = 5; for (int i=0; i(); groundMeshRenderer.material = new Material(m_groundShader); groundMeshRenderer.material.color = m_groundColor; MeshFilter groundMeshFilter = ground.AddComponent(); Mesh groundMesh = new Mesh(); //dane wierzchołków Vector3[] vertices = new Vector3[4] { new Vector3(-m_groundWidth/2.0f, -1.0f,-m_groundHeight/2.0f ), new Vector3(m_groundWidth/2.0f, -1.0f, -m_groundHeight/2.0f), new Vector3(m_groundWidth/2.0f,-1.0f, m_groundHeight/2.0f), new Vector3(-m_groundWidth/2.0f, -1.0f, m_groundHeight/2.0f), }; //bufor wierzchołków dla groundMesh groundMesh.vertices = vertices; //dane indeksów dla groundMesh int[] indices = new int[6] { 0, 3, 2, 0, 2, 1 }; //bufor indeksów groundMesh.triangles = indices; //dane normalnych dla groundMesh Vector3[] normals = new Vector3[4] { new Vector3(0,1,0), new Vector3(0,1,0), new Vector3(0,1,0), new Vector3(0,1,0), }; //bufor normalnych dla groundMesh groundMesh.normals = normals; //dane współrzędnych tekstury dla groundMesh Vector2[] uv = new Vector2[4] { new Vector2(0, 0), new Vector2(1, 0), new Vector2(0, 1), new Vector2(1, 1) }; //bufor współrzędnych tekstury dla groundMesh groundMesh.uv = uv; //mesh dla GameObject "Ground" groundMeshFilter.mesh = groundMesh; **/ } void Update() { mainCamera.GetComponent().fieldOfView = m_FieldOfView; // mainCamera.GetComponent().transform.position = new Vector3(m_camPosX,m_camPosY,m_camPosZ); mainCamera.GetComponent().transform.position = new Vector3(camera_r * Mathf.Cos(camera_rotation) + 500f, 10f, camera_r * Mathf.Sin(camera_rotation) + 500f); mainCamera.GetComponent().transform.LookAt(new Vector3(500f, 1f, 500f)); camera_rotation += 0.01f; int index = 0; renderedTrees.ForEach(elem => { var currentPosition = elem.transform.position; float shiftValueZ = treesZSlider * ((index % numOfRows) - numOfRows/2); float shiftValueX = treesXSlider * ( index / numOfRows - numOfTrees/2); elem.transform.position = new Vector3(currentPosition.x + shiftValueX, currentPosition.y, currentPosition.z + shiftValueZ); index++; }); treesZSlider = 0; treesXSlider = 0; //SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } void OnGUI() { GUI.Label(new Rect(10, 20, 60, 20), "FOV"); m_FieldOfView = GUI.HorizontalSlider(new Rect(70, 20, 150, 20), m_FieldOfView, 20.0f, 150.0f); GUI.Label(new Rect(10, 45, 60, 20), "camPosX"); m_camPosX = GUI.HorizontalSlider(new Rect(70, 45, 150, 20), m_camPosX, -30.0f, 30.0f); GUI.Label(new Rect(10, 70, 60, 20), "camPosY"); m_camPosY = GUI.HorizontalSlider(new Rect(70, 70, 150, 20), m_camPosY, -30.0f, 30.0f); GUI.Label(new Rect(10, 95, 60, 20), "camPosZ"); m_camPosZ = GUI.HorizontalSlider(new Rect(70, 95, 150, 20), m_camPosZ, -30.0f, 30.0f); GUI.Label(new Rect(10, 120, 60, 20), "LookAtX"); m_camLookAtX = GUI.HorizontalSlider(new Rect(70, 120, 150, 20), m_camLookAtX, -30.0f, 30.0f); GUI.Label(new Rect(10, 150, 60, 20), "LookAtY"); m_camLookAtY = GUI.HorizontalSlider(new Rect(70, 145, 150, 20), m_camLookAtY, -30.0f, 30.0f); GUI.Label(new Rect(10, 170, 60, 20), "LookAtZ"); m_camLookAtZ = GUI.HorizontalSlider(new Rect(70, 170, 150, 20), m_camLookAtZ, -30.0f, 30.0f); GUI.Label(new Rect(10, 190, 60, 20), "CameraR"); camera_r = GUI.HorizontalSlider(new Rect(70, 190, 150, 20), camera_r, -150.0f, 150.0f); GUI.Label(new Rect(10, 210, 60, 20), "TreesZSlider"); treesZSlider = GUI.HorizontalSlider(new Rect(70, 210, 150, 20), treesZSlider, -30.0f, 30.0f); GUI.Label(new Rect(10, 230, 60, 20), "TreesXSlider"); treesXSlider = GUI.HorizontalSlider(new Rect(70, 230, 150, 20), treesXSlider, -30.0f, 30.0f); } }