245 lines
8.6 KiB
C#
245 lines
8.6 KiB
C#
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 = 1.1f;
|
||
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 GameObject tree6;
|
||
public System.Random random = new System.Random();
|
||
public List<GameObject> renderedTrees = new List<GameObject>();
|
||
|
||
float treesZSlider = 0.0f;
|
||
float treesXSlider = 0.0f;
|
||
|
||
float lightIntensity = 4.0f;
|
||
GameObject selectRandomTree()
|
||
{
|
||
var list = new List<GameObject> { tree1, tree2, tree3, tree4, tree5, tree6 };
|
||
var index = UnityEngine.Random.Range(0, list.Count - 1);
|
||
return list[index];
|
||
}
|
||
|
||
|
||
void Start()
|
||
{
|
||
//camera
|
||
mainCamera = new GameObject();
|
||
mainCamera.AddComponent<Camera>();
|
||
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<Light>();
|
||
directionalLight.name = "Directional Light";
|
||
directionalLight.GetComponent<Light>().type = LightType.Directional;
|
||
directionalLight.GetComponent<Light>().shadows = LightShadows.Soft;
|
||
directionalLight.GetComponent<Light>().color = Color.white;
|
||
directionalLight.GetComponent<Light>().useColorTemperature = true;
|
||
directionalLight.GetComponent<Light>().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 = 50;
|
||
int rowsNumber = 10;
|
||
int gridShiftX = 10;
|
||
int gridShiftZ = 10;
|
||
|
||
int randomShiftX;
|
||
int randomShiftZ;
|
||
numOfTrees = treesNumber;
|
||
numOfRows = rowsNumber;
|
||
|
||
int maxShiftValue = 5;
|
||
|
||
for (int i=0; i<treesNumber * gridShiftX; i+=gridShiftX)
|
||
{
|
||
for(int k=0; k<rowsNumber * gridShiftZ; k+=gridShiftZ)
|
||
{
|
||
randomShiftX = random.Next(0, maxShiftValue);
|
||
randomShiftZ = random.Next(0, maxShiftValue);
|
||
|
||
renderedTrees.Add(Instantiate(selectRandomTree(), new Vector3(i + positionShift_x + randomShiftX, 1, k + positionShift_z + randomShiftZ), Quaternion.identity));
|
||
}
|
||
}
|
||
|
||
|
||
|
||
//---------------------------------------------------------------------------------------------------------------------
|
||
|
||
//ground
|
||
/*
|
||
m_groundColor = new Color(1.0f, 0.4f, 0.6f, 1.0f);
|
||
m_groundShader = Shader.Find("Standard");
|
||
|
||
ground = new GameObject("Ground");
|
||
|
||
MeshRenderer groundMeshRenderer = ground.AddComponent<MeshRenderer>();
|
||
groundMeshRenderer.material = new Material(m_groundShader);
|
||
groundMeshRenderer.material.color = m_groundColor;
|
||
|
||
MeshFilter groundMeshFilter = ground.AddComponent<MeshFilter>();
|
||
|
||
Mesh groundMesh = new Mesh();
|
||
|
||
//dane wierzcho<68>k<EFBFBD>w
|
||
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 wierzcho<68>k<EFBFBD>w dla groundMesh
|
||
groundMesh.vertices = vertices;
|
||
|
||
//dane indeks<6B>w dla groundMesh
|
||
int[] indices = new int[6]
|
||
{
|
||
0, 3, 2,
|
||
0, 2, 1
|
||
};
|
||
|
||
//bufor indeks<6B>w
|
||
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 wsp<73><70>rz<72>dnych 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 wsp<73><70>rz<72>dnych tekstury dla groundMesh
|
||
groundMesh.uv = uv;
|
||
|
||
//mesh dla GameObject "Ground"
|
||
groundMeshFilter.mesh = groundMesh;
|
||
**/
|
||
|
||
}
|
||
|
||
void Update()
|
||
{
|
||
mainCamera.GetComponent<Camera>().fieldOfView = m_FieldOfView;
|
||
// 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.LookAt(new Vector3(500f, 1f, 500f));
|
||
camera_rotation += 0.001f;
|
||
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;
|
||
directionalLight.GetComponent<Light>().intensity = lightIntensity;
|
||
}
|
||
|
||
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);
|
||
|
||
GUI.Label(new Rect(10, 250, 60, 20), "LightSlider");
|
||
lightIntensity = GUI.HorizontalSlider(new Rect(70, 250, 150, 20), lightIntensity, 0.0f, 10.0f);
|
||
|
||
}
|
||
}
|