Remove old project
This commit is contained in:
parent
92642c97ec
commit
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71
proj1/p1/.gitignore
vendored
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proj1/p1/.gitignore
vendored
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# This .gitignore file should be placed at the root of your Unity project directory
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#
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# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
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#
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/[Ll]ibrary/
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/[Tt]emp/
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/[Oo]bj/
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/[Bb]uild/
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/[Bb]uilds/
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/[Ll]ogs/
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/[Uu]ser[Ss]ettings/
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# MemoryCaptures can get excessive in size.
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# They also could contain extremely sensitive data
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/[Mm]emoryCaptures/
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# Asset meta data should only be ignored when the corresponding asset is also ignored
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!/[Aa]ssets/**/*.meta
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# Uncomment this line if you wish to ignore the asset store tools plugin
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# /[Aa]ssets/AssetStoreTools*
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# Autogenerated Jetbrains Rider plugin
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/[Aa]ssets/Plugins/Editor/JetBrains*
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# Visual Studio cache directory
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.vs/
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# Gradle cache directory
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.gradle/
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# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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.consulo/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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# Unity3D generated meta files
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*.pidb.meta
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*.pdb.meta
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*.mdb.meta
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# Unity3D generated file on crash reports
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sysinfo.txt
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# Builds
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*.apk
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*.aab
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*.unitypackage
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# Crashlytics generated file
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crashlytics-build.properties
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# Packed Addressables
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/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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# Temporary auto-generated Android Assets
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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@ -1,6 +0,0 @@
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{
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"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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@ -1,720 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyGroup>
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<LangVersion>8.0</LangVersion>
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</PropertyGroup>
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>10.0.20506</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<RootNamespace></RootNamespace>
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<ProjectGuid>{8CB1A736-181C-B54B-4AAA-911E5D621131}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<AssemblyName>Assembly-CSharp</AssemblyName>
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<TargetFrameworkVersion>v4.7.1</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<BaseDirectory>.</BaseDirectory>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>Temp\Bin\Debug\</OutputPath>
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<DefineConstants>UNITY_2021_1_22;UNITY_2021_1;UNITY_2021;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_2019_3_OR_NEWER;UNITY_2019_4_OR_NEWER;UNITY_2020_1_OR_NEWER;UNITY_2020_2_OR_NEWER;UNITY_2020_3_OR_NEWER;UNITY_2021_1_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;USE_SEARCH_ENGINE_API;USE_QUICK_SEARCH_MODULE;SCENE_TEMPLATE_MODULE;ENABLE_AR;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_EVENT_QUEUE;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_VIRTUALTEXTURING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_UNITYWEBREQUEST;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE;PLATFORM_STANDALONE_WIN;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;PLATFORM_UPDATES_TIME_OUTSIDE_OF_PLAYER_LOOP;GFXDEVICE_WAITFOREVENT_MESSAGEPUMP;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_STANDARD_2_0;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<NoWarn>0169</NoWarn>
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<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>Temp\bin\Release\</OutputPath>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<NoWarn>0169</NoWarn>
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<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
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</PropertyGroup>
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<PropertyGroup>
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<NoConfig>true</NoConfig>
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<NoStdLib>true</NoStdLib>
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<AddAdditionalExplicitAssemblyReferences>false</AddAdditionalExplicitAssemblyReferences>
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<ImplicitlyExpandNETStandardFacades>false</ImplicitlyExpandNETStandardFacades>
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<ImplicitlyExpandDesignTimeFacades>false</ImplicitlyExpandDesignTimeFacades>
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<UnityProjectType>Game:1</UnityProjectType>
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<ItemGroup>
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<Compile Include="Assets\Scripts\main.cs" />
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<Compile Include="Assets\OBJImport\OBJLoaderHelper.cs" />
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<Compile Include="Assets\OBJImport\TextureLoader\ImageLoader.cs" />
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<Compile Include="Assets\OBJImport\TextureLoader\ImageLoaderHelper.cs" />
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<Compile Include="Assets\OBJImport\CharWordReader.cs" />
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<Compile Include="Assets\OBJImport\TextureLoader\ColorExtensions.cs" />
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<Compile Include="Assets\OBJImport\OBJLoader.cs" />
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@ -1,236 +0,0 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.IO;
|
||||
|
||||
public class main : MonoBehaviour
|
||||
{
|
||||
//ground
|
||||
float m_groundWidth = 150.0f;
|
||||
float m_groundHeight = 120.0f;
|
||||
Shader m_groundShader;
|
||||
Texture m_groundTexture;
|
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Color m_groundColor;
|
||||
|
||||
//camera GUI
|
||||
float m_FieldOfView = 60.0f;
|
||||
float m_camPosX = 0.0f;
|
||||
float m_camPosY = 8.0f;
|
||||
float m_camPosZ = 10.0f;
|
||||
float m_camLookAtX = 0.0f;
|
||||
float m_camLookAtY = -15.0f;
|
||||
float m_camLookAtZ = 0.0f;
|
||||
|
||||
Vector3 lightDir = new Vector3(10.0f, 10.0f, 10.0f);
|
||||
|
||||
//SceneVariables
|
||||
float PlantSpacing = 10.0f;
|
||||
float PlantDist = 4.0f;
|
||||
float PlantOffset = 20.0f;
|
||||
static int rowCount = 8;
|
||||
static int colCount = 10;
|
||||
|
||||
//components
|
||||
GameObject mainCamera;
|
||||
GameObject directionalLight;
|
||||
GameObject ground;
|
||||
GameObject[,] trees = new GameObject[colCount,rowCount];
|
||||
|
||||
|
||||
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);
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
//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();
|
||||
//ground.transform.Translate(new Vector3(0, 0, -20));
|
||||
|
||||
//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>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)
|
||||
//};
|
||||
|
||||
//Material mat = Resources.Load("GroundMat") as Material;
|
||||
//groundMeshRenderer.material = mat;
|
||||
|
||||
//Inna wersja współrzędnych dla tekstury(small tiles)
|
||||
Vector2[] uv = new Vector2[4];
|
||||
for (int i = 0; i < uv.Length; i++)
|
||||
{
|
||||
uv[i] = new Vector2(vertices[i].x, vertices[i].z);
|
||||
}
|
||||
|
||||
Material groundMaterial = Resources.Load("GroundMat") as Material;
|
||||
groundMaterial.SetTextureScale("_MainTex", new Vector2(0.03f, 0.03f));
|
||||
groundMeshRenderer.material = groundMaterial;
|
||||
|
||||
|
||||
|
||||
|
||||
//bufor wsp<73>rz<72>dnych tekstury dla groundMesh
|
||||
groundMesh.uv = uv;
|
||||
|
||||
for(int i = 0; i < groundMesh.triangles.Length / 3; i++)
|
||||
{
|
||||
//int rndTriStart = Random.Range(0, groundMesh.triangles.Length/3); //pick a triangle
|
||||
Vector2 rndNorm = new Vector2(Random.value, Random.value); //find random point in normalized square
|
||||
if (rndNorm.x + rndNorm.y >= 1f)
|
||||
{
|
||||
rndNorm = new Vector2(1f - rndNorm.x, 1f - rndNorm.y); //cut the square diagonally in half by reflecting points not in the normalized triangle
|
||||
}
|
||||
|
||||
Vector3 position = groundMesh.vertices[i] + (rndNorm.x * groundMesh.vertices[i + 1]) + (rndNorm.y * groundMesh.vertices[i + 2]);
|
||||
position.y = 0f;
|
||||
Vector3 normal = groundMesh.normals[i] + (rndNorm.x * groundMesh.normals[i + 1]) + (rndNorm.y * groundMesh.normals[i + 2]);
|
||||
|
||||
GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||
go.transform.position = position;
|
||||
go.transform.rotation = Quaternion.FromToRotation(Vector3.up, normal);
|
||||
}
|
||||
|
||||
|
||||
//Create multiple tree objects based on Width/Length spacing
|
||||
|
||||
|
||||
|
||||
for (int i = 0; i < colCount; i++)
|
||||
{
|
||||
for (int j = 0; j < rowCount; j++)
|
||||
{
|
||||
trees[i, j] = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||
//TODO randomization
|
||||
Vector3 position = new Vector3(groundMesh.vertices[2].x - i * PlantSpacing - PlantOffset, 0, groundMesh.vertices[2].z + j * PlantDist - 50);
|
||||
|
||||
trees[i, j].transform.position = position;
|
||||
}
|
||||
}
|
||||
|
||||
//mesh dla GameObject "Ground"
|
||||
groundMeshFilter.mesh = groundMesh;
|
||||
//GetComponent<MeshFilter>().mesh = groundMesh;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
mainCamera.GetComponent<Camera>().fieldOfView = m_FieldOfView;
|
||||
mainCamera.GetComponent<Camera>().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));
|
||||
|
||||
|
||||
//Update location of objects based on Spacing and Dist variables
|
||||
for (int i = 0; i < colCount; i++)
|
||||
{
|
||||
for (int j = 0; j < rowCount; j++)
|
||||
{
|
||||
Vector3 position = new Vector3(ground.GetComponent<MeshFilter>().mesh.vertices[2].x - i * PlantSpacing - PlantOffset, 0, ground.GetComponent<MeshFilter>().mesh.vertices[2].z + j * PlantDist - 50);
|
||||
trees[i, j].transform.position = position;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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, 50.0f);
|
||||
|
||||
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, 200, 60, 20), "PlantSpacing");
|
||||
PlantSpacing = GUI.HorizontalSlider(new Rect(70, 205, 150, 20), PlantSpacing, 3.0f, 15.0f);
|
||||
|
||||
GUI.Label(new Rect(10, 230, 60, 20), "PlantDist");
|
||||
PlantDist = GUI.HorizontalSlider(new Rect(70, 240, 150, 20), PlantDist, 1.0f, 20.0f);
|
||||
|
||||
GUI.Label(new Rect(10, 260, 60, 20), "PlantOffset");
|
||||
PlantOffset = GUI.HorizontalSlider(new Rect(70, 270, 150, 20), PlantOffset, 10.0f, 60.0f);
|
||||
}
|
||||
|
||||
}
|
@ -1,11 +0,0 @@
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userData:
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assetBundleName:
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user