631 lines
17 KiB
C#
631 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent(typeof(e2dTerrain))]
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public class e2dTerrainGenerator : MonoBehaviour
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{
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private class HeightComparer : IComparer<KeyValuePair<float, int>>
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{
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public int Compare(KeyValuePair<float, int> x, KeyValuePair<float, int> y)
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{
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return (x.Key < y.Key) ? (-1) : ((x.Key > y.Key) ? 1 : 0);
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}
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}
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public bool FullRebuild = e2dConstants.INIT_FULL_REBUILD;
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public float NodeStepSize = e2dConstants.INIT_NODE_STEP_SIZE;
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public Vector2 TargetPosition = e2dConstants.INIT_TARGET_POSITION;
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public Vector2 TargetSize = e2dConstants.INIT_TARGET_SIZE;
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public float TargetAngle = e2dConstants.INIT_TARGET_ANGLE;
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public e2dCurvePerlinPreset Perlin = (e2dCurvePerlinPreset)e2dPresets.GetDefault(e2dGeneratorCurveMethod.PERLIN);
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public e2dCurveVoronoiPreset Voronoi = (e2dCurveVoronoiPreset)e2dPresets.GetDefault(e2dGeneratorCurveMethod.VORONOI);
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public e2dCurveMidpointPreset Midpoint = (e2dCurveMidpointPreset)e2dPresets.GetDefault(e2dGeneratorCurveMethod.MIDPOINT);
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public e2dCurveWalkPreset Walk = (e2dCurveWalkPreset)e2dPresets.GetDefault(e2dGeneratorCurveMethod.WALK);
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public List<e2dGeneratorPeak> Peaks = new List<e2dGeneratorPeak>();
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public float[] CurveBlendingWeights = new float[4];
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public int SmoothIterations;
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public int CliffTextureIndex;
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public float CliffStartAngle;
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public List<float> TextureHeights;
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private e2dTerrain mTerrain;
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[NonSerialized]
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public UnityEngine.Object EditorReference;
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public e2dTerrain Terrain
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{
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get
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{
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if (mTerrain == null)
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{
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mTerrain = GetComponent<e2dTerrain>();
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}
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if (mTerrain == null)
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{
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e2dUtils.Error("Can't find the terrain component.");
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}
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return mTerrain;
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}
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}
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public int NodeCount
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{
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get
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{
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return 1 + Mathf.RoundToInt(TargetSize.x / NodeStepSize);
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}
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}
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private void OnEnable()
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{
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EditorReference = null;
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}
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private void SetPointsToCurve(Vector2[] points, bool fullRebuild)
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{
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if (fullRebuild || Terrain.TerrainCurve.Count == 0)
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{
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Terrain.AddCurvePoints(points, 0, Terrain.TerrainCurve.Count - 1);
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return;
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}
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int[] curveIndicesInTargetArea = GetCurveIndicesInTargetArea();
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if (curveIndicesInTargetArea[0] == -2)
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{
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float sqrMagnitude = (Terrain.TerrainCurve[0].position - points[points.Length - 1]).sqrMagnitude;
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float sqrMagnitude2 = (Terrain.TerrainCurve[Terrain.TerrainCurve.Count - 1].position - points[0]).sqrMagnitude;
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if (sqrMagnitude < sqrMagnitude2)
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{
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curveIndicesInTargetArea[0] = 0;
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curveIndicesInTargetArea[1] = -1;
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}
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else
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{
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curveIndicesInTargetArea[0] = Terrain.TerrainCurve.Count;
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curveIndicesInTargetArea[1] = Terrain.TerrainCurve.Count - 1;
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}
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}
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Terrain.AddCurvePoints(points, curveIndicesInTargetArea[0], curveIndicesInTargetArea[1]);
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}
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private int[] GetCurveIndicesInTargetArea()
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{
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Vector2[] targetAreaBoundary = GetTargetAreaBoundary();
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int num = -2;
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for (int i = 1; i < Terrain.TerrainCurve.Count; i++)
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{
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if (e2dUtils.SegmentIntersectsPolygon(Terrain.TerrainCurve[i - 1].position, Terrain.TerrainCurve[i].position, targetAreaBoundary))
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{
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num = i;
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break;
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}
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}
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if (e2dUtils.PointInConvexPolygon(Terrain.TerrainCurve[0].position, targetAreaBoundary))
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{
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num = 0;
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}
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int num2 = -2;
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for (int num3 = Terrain.TerrainCurve.Count - 1; num3 >= 1; num3--)
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{
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if (e2dUtils.SegmentIntersectsPolygon(Terrain.TerrainCurve[num3 - 1].position, Terrain.TerrainCurve[num3].position, targetAreaBoundary))
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{
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num2 = num3 - 1;
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break;
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}
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}
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if (e2dUtils.PointInConvexPolygon(Terrain.TerrainCurve[Terrain.TerrainCurve.Count - 1].position, targetAreaBoundary))
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{
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num2 = Terrain.TerrainCurve.Count - 1;
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}
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return new int[2] { num, num2 };
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}
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public Rect GetTargetAreaBoundingBox()
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{
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Rect result = default(Rect);
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result.xMin = float.MaxValue;
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result.yMin = float.MaxValue;
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result.xMax = float.MinValue;
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result.yMax = float.MinValue;
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Vector2[] targetAreaBoundary = GetTargetAreaBoundary();
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for (int i = 0; i < targetAreaBoundary.Length; i++)
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{
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Vector2 vector = targetAreaBoundary[i];
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if (vector.x < result.xMin)
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{
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result.xMin = vector.x;
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}
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if (vector.y < result.yMin)
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{
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result.yMin = vector.y;
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}
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if (vector.x > result.xMax)
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{
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result.xMax = vector.x;
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}
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if (vector.y > result.yMax)
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{
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result.yMax = vector.y;
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}
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}
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return result;
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}
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public Vector2[] GetTargetAreaBoundary()
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{
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return new Vector2[4]
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{
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TransformPointFromTargetArea(new Vector3(-0.5f * TargetSize.x, -0.5f * TargetSize.y)),
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TransformPointFromTargetArea(new Vector3(-0.5f * TargetSize.x, 0.5f * TargetSize.y)),
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TransformPointFromTargetArea(new Vector3(0.5f * TargetSize.x, 0.5f * TargetSize.y)),
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TransformPointFromTargetArea(new Vector3(0.5f * TargetSize.x, -0.5f * TargetSize.y))
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};
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}
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public Rect GetTargetAreaLocalBox()
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{
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return new Rect(-0.5f * TargetSize.x, -0.5f * TargetSize.y, TargetSize.x, TargetSize.y);
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}
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public Vector3 TransformPointFromTargetArea(Vector3 point)
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{
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point = Quaternion.Euler(0f, 0f, TargetAngle) * point;
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point.x += TargetPosition.x;
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point.y += TargetPosition.y;
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return point;
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}
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public Vector3 TransformPointIntoTargetArea(Vector3 point)
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{
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point.x -= TargetPosition.x;
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point.y -= TargetPosition.y;
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point = Quaternion.Euler(0f, 0f, 0f - TargetAngle) * point;
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return point;
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}
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public void FixTargetArea()
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{
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TargetSize.x = Mathf.Max(TargetSize.x, float.Epsilon);
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TargetSize.y = Mathf.Max(TargetSize.y, float.Epsilon);
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Rect targetAreaLocalBox = GetTargetAreaLocalBox();
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for (int i = 0; i < Peaks.Count; i++)
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{
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Vector3 vector = Peaks[i].position;
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if (vector.x < targetAreaLocalBox.xMin)
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{
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vector.x = targetAreaLocalBox.xMin;
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}
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if (vector.y < targetAreaLocalBox.yMin)
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{
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vector.y = targetAreaLocalBox.yMin;
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}
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if (vector.x > targetAreaLocalBox.xMax)
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{
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vector.x = targetAreaLocalBox.xMax;
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}
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if (vector.y > targetAreaLocalBox.yMax)
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{
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vector.y = targetAreaLocalBox.yMax;
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}
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Peaks[i].position = vector;
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}
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}
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public void GenerateCurve()
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{
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float[] debugHeightmap = null;
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GenerateCurve(ref debugHeightmap);
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}
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public void GenerateCurve(ref float[] debugHeightmap)
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{
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if (NodeCount < 2)
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{
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e2dUtils.Error("Map too small for generating.");
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return;
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}
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float num = 0f;
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float[] curveBlendingWeights = CurveBlendingWeights;
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foreach (float num2 in curveBlendingWeights)
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{
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num += num2;
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}
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float[] array = new float[NodeCount];
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float[] array2 = new float[NodeCount];
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for (int j = 0; j < NodeCount; j++)
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{
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array[j] = 0.5f;
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}
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bool flag = true;
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for (int k = 0; k < 4; k++)
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{
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if (num == 0f || CurveBlendingWeights[k] == 0f)
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{
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continue;
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}
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if (e2dUtils.DEBUG_FIXED_GENERATOR_SEED)
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{
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UnityEngine.Random.seed = 12345;
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}
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switch ((e2dGeneratorCurveMethod)k)
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{
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case e2dGeneratorCurveMethod.PERLIN:
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{
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bool flag2 = GenerateCurvePerlin(array2, GetTargetAreaLocalBox(), ref debugHeightmap);
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if (flag2)
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{
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NormalizeHeightmap(array2);
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}
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if (!flag2)
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{
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flag = false;
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}
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break;
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}
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case e2dGeneratorCurveMethod.VORONOI:
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if (!GenerateCurveVoronoi(array2, GetTargetAreaLocalBox(), ref debugHeightmap))
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{
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flag = false;
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}
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break;
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case e2dGeneratorCurveMethod.MIDPOINT:
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{
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bool flag2 = GenerateCurveMidpoint(array2, GetTargetAreaLocalBox(), ref debugHeightmap);
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if (flag2)
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{
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NormalizeHeightmap(array2);
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}
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if (!flag2)
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{
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flag = false;
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}
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break;
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}
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case e2dGeneratorCurveMethod.WALK:
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{
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bool flag2 = GenerateCurveWalk(array2, GetTargetAreaLocalBox(), ref debugHeightmap);
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if (flag2)
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{
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NormalizeHeightmap(array2);
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}
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if (!flag2)
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{
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flag = false;
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}
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break;
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}
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}
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for (int l = 0; l < array.Length; l++)
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{
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array[l] += (array2[l] - 0.5f) * CurveBlendingWeights[k] / num;
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}
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}
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if (flag)
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{
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NormalizeHeightmap(array);
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}
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Vector2[] targetAreaBoundary = GetTargetAreaBoundary();
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Vector2[] array3 = new Vector2[NodeCount];
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for (int m = 0; m < NodeCount; m++)
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{
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float num3 = (float)m / (float)(NodeCount - 1);
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array3[m] = (1f - num3) * targetAreaBoundary[0] + num3 * targetAreaBoundary[3];
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array3[m] += array[m] * (targetAreaBoundary[1] - targetAreaBoundary[0]);
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}
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SetPointsToCurve(array3, FullRebuild);
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Terrain.CurveClosed = false;
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Terrain.FixCurve();
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Terrain.FixBoundary();
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Terrain.RebuildAllMaterials();
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Terrain.RebuildAllMeshes();
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}
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private void NormalizeHeightmap(float[] heightMap)
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{
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float num = float.MaxValue;
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float num2 = float.MinValue;
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foreach (float num3 in heightMap)
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{
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if (num3 < num)
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{
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num = num3;
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}
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if (num3 > num2)
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{
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num2 = num3;
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}
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}
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if (!(num2 - num <= float.Epsilon))
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{
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for (int j = 0; j < heightMap.Length; j++)
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{
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heightMap[j] = (heightMap[j] - num) / (num2 - num);
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}
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}
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}
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private List<Vector2> PreparePeaks(int totalPeakCount, float peakRatio, bool includeCustomPeaks, Rect targetRect)
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{
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List<Vector2> list = new List<Vector2>();
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totalPeakCount = Mathf.Max(totalPeakCount, 2);
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bool flag = true;
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if (includeCustomPeaks)
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{
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foreach (e2dGeneratorPeak peak in Peaks)
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{
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float x = (peak.position.x - targetRect.xMin) / targetRect.width;
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float num = (peak.position.y - targetRect.yMin) / targetRect.height;
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list.Add(new Vector2(x, num));
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if (Mathf.Approximately(num, 1f))
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{
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flag = false;
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}
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}
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}
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while (list.Count < totalPeakCount)
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{
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float y = 0f;
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if (UnityEngine.Random.value <= peakRatio)
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{
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y = UnityEngine.Random.value;
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}
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list.Add(new Vector2(UnityEngine.Random.value, y));
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}
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if (flag)
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{
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float num2 = float.MinValue;
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int num3 = (includeCustomPeaks ? Peaks.Count : 0);
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for (int i = num3; i < list.Count; i++)
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{
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if (list[i].y > num2)
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{
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num2 = list[i].y;
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}
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}
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if (num2 > float.Epsilon)
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{
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for (int j = num3; j < list.Count; j++)
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{
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Vector2 value = list[j];
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value.y /= num2;
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list[j] = value;
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}
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}
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}
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return list;
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}
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private bool GenerateCurvePerlin(float[] heightMap, Rect targetRect, ref float[] debugHeightmap)
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{
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int a = 1 + Mathf.RoundToInt(Perlin.frequencyPerUnit * targetRect.width);
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a = Mathf.Max(a, 2);
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e2dPerlinNoise e2dPerlinNoise2 = new e2dPerlinNoise(Perlin.octaves, 1f, a, Perlin.persistence);
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e2dPerlinNoise2.Regenerate();
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for (int i = 0; i < heightMap.Length; i++)
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{
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float x = (float)i / (float)(heightMap.Length - 1);
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heightMap[i] = e2dPerlinNoise2.GetValue(x);
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}
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if (e2dUtils.DEBUG_GENERATOR_CURVE)
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{
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debugHeightmap = new float[10 * heightMap.Length];
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for (int j = 0; j < debugHeightmap.Length; j++)
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{
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float x2 = (float)j / (float)(debugHeightmap.Length - 1);
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debugHeightmap[j] = e2dPerlinNoise2.GetValue(x2) * targetRect.height;
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}
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}
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return true;
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}
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private bool GenerateCurveVoronoi(float[] heightMap, Rect targetRect, ref float[] debugHeightmap)
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{
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int totalPeakCount = Mathf.RoundToInt(Voronoi.frequencyPerUnit * targetRect.width);
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List<Vector2> peaks = PreparePeaks(totalPeakCount, Voronoi.peakRatio, Voronoi.usePeaks, targetRect);
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e2dVoronoi e2dVoronoi2 = new e2dVoronoi(peaks, Voronoi.peakType, Voronoi.peakWidth);
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for (int i = 0; i < heightMap.Length; i++)
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{
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float x = (float)i / (float)(heightMap.Length - 1);
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heightMap[i] = e2dVoronoi2.GetValue(x);
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}
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if (e2dUtils.DEBUG_GENERATOR_CURVE)
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{
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debugHeightmap = new float[10 * heightMap.Length];
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for (int j = 0; j < debugHeightmap.Length; j++)
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{
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float x2 = (float)j / (float)(debugHeightmap.Length - 1);
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debugHeightmap[j] = e2dVoronoi2.GetValue(x2) * targetRect.height;
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}
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}
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return !Voronoi.usePeaks;
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}
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private bool GenerateCurveMidpoint(float[] heightMap, Rect targetRect, ref float[] debugHeightmap)
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{
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List<Vector2> peaks = null;
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if (Midpoint.usePeaks)
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{
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peaks = PreparePeaks(Peaks.Count, 0f, true, targetRect);
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}
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int initialStep = Mathf.RoundToInt((float)heightMap.Length / (Midpoint.frequencyPerUnit * targetRect.width));
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e2dMidpoint e2dMidpoint2 = new e2dMidpoint(heightMap.Length, initialStep, Midpoint.roughness, peaks);
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e2dMidpoint2.Regenerate();
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for (int i = 0; i < heightMap.Length; i++)
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{
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heightMap[i] = e2dMidpoint2.GetValueAt(i);
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if (Midpoint.usePeaks)
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{
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heightMap[i] = Mathf.Clamp01(heightMap[i]);
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}
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}
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if (e2dUtils.DEBUG_GENERATOR_CURVE)
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{
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debugHeightmap = new float[heightMap.Length];
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for (int j = 0; j < heightMap.Length; j++)
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{
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debugHeightmap[j] = e2dMidpoint2.GetValueAt(j) * targetRect.height;
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}
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}
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return !Midpoint.usePeaks;
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}
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private bool GenerateCurveWalk(float[] heightMap, Rect targetRect, ref float[] debugHeightmap)
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{
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float num = 1f / (float)(heightMap.Length - 1);
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float num2 = targetRect.width / (float)(heightMap.Length - 1);
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float value = 1f / (Walk.frequencyPerUnit * targetRect.width);
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value = Mathf.Clamp01(value);
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float num3 = 0.5f;
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float num4 = 0f;
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float num5 = num3;
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float num6 = num3;
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heightMap[0] = num3;
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for (int i = 1; i < heightMap.Length; i++)
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{
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float num7 = (float)i / (float)(heightMap.Length - 1);
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float num8 = Mathf.Min(num7 % value, value - num7 % value);
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num8 = 1f - num8 * 2f / value;
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num8 = Mathf.Pow(num8, 10f);
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float num9 = num8 * Walk.angleChangePerUnit * num2 * (2f * UnityEngine.Random.value - 1f);
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|
num4 = Mathf.Repeat(num4 + num9 + 180f, 360f) - 180f;
|
|
num4 = Mathf.Clamp(num4, -80f, 80f);
|
|
float num10 = Mathf.Tan(num4 * ((float)Math.PI / 180f)) * num;
|
|
num3 += num10;
|
|
float num11 = (e2dConstants.WALK_COHESION_MAX - Walk.cohesionPerUnit) * (float)i * num * 0.5f;
|
|
float num12 = Mathf.Clamp(num3, num6 - num11, num5 + num11);
|
|
if (num3 != num12)
|
|
{
|
|
num4 = 0f;
|
|
}
|
|
num3 = num12;
|
|
num5 = Mathf.Min(num5, num3);
|
|
num6 = Mathf.Max(num6, num3);
|
|
heightMap[i] = num3;
|
|
}
|
|
if (e2dUtils.DEBUG_GENERATOR_CURVE)
|
|
{
|
|
debugHeightmap = new float[heightMap.Length];
|
|
for (int j = 0; j < heightMap.Length; j++)
|
|
{
|
|
debugHeightmap[j] = heightMap[j] * targetRect.height;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public void SmoothCurve()
|
|
{
|
|
int[] curveIndicesInTargetArea = GetCurveIndicesInTargetArea();
|
|
int num = curveIndicesInTargetArea[1] - curveIndicesInTargetArea[0] + 1;
|
|
if (curveIndicesInTargetArea[0] == -2 || num < 2)
|
|
{
|
|
return;
|
|
}
|
|
float[] array = new float[num];
|
|
float[] array2 = new float[num];
|
|
for (int i = 0; i < num; i++)
|
|
{
|
|
array[i] = ((Vector2)TransformPointIntoTargetArea(Terrain.TerrainCurve[curveIndicesInTargetArea[0] + i].position)).y;
|
|
}
|
|
for (int j = 0; j < SmoothIterations; j++)
|
|
{
|
|
for (int k = 1; k < num - 1; k++)
|
|
{
|
|
float num2 = 0.5f * (array[k - 1] + array[k + 1]);
|
|
num2 = 0.5f * (num2 + array[k]);
|
|
array2[k] = num2;
|
|
}
|
|
for (int l = 1; l < num - 1; l++)
|
|
{
|
|
array[l] = array2[l];
|
|
}
|
|
}
|
|
for (int m = 0; m < num; m++)
|
|
{
|
|
Vector2 vector = TransformPointIntoTargetArea(Terrain.TerrainCurve[curveIndicesInTargetArea[0] + m].position);
|
|
vector.y = array[m];
|
|
Terrain.TerrainCurve[curveIndicesInTargetArea[0] + m].position = TransformPointFromTargetArea(vector);
|
|
}
|
|
Terrain.FixCurve();
|
|
Terrain.FixBoundary();
|
|
Terrain.RebuildAllMaterials();
|
|
Terrain.RebuildAllMeshes();
|
|
}
|
|
|
|
public void TextureTerrain()
|
|
{
|
|
if (TextureHeights.Count != Terrain.CurveTextures.Count)
|
|
{
|
|
e2dUtils.Error("TextureTerrain: TextureHeights and CurveTextures have different number of elements");
|
|
return;
|
|
}
|
|
List<KeyValuePair<float, int>> list = new List<KeyValuePair<float, int>>();
|
|
float num = float.MinValue;
|
|
foreach (float textureHeight in TextureHeights)
|
|
{
|
|
float b = textureHeight;
|
|
num = Mathf.Max(num, b);
|
|
}
|
|
if (num <= 0f)
|
|
{
|
|
e2dUtils.Error("TextureTerrain: no texture heights defined above ground");
|
|
return;
|
|
}
|
|
for (int i = 0; i < TextureHeights.Count; i++)
|
|
{
|
|
if (TextureHeights[i] > 0f)
|
|
{
|
|
list.Add(new KeyValuePair<float, int>(TextureHeights[i] / num, i));
|
|
}
|
|
}
|
|
list.Sort(new HeightComparer());
|
|
int[] curveIndicesInTargetArea = GetCurveIndicesInTargetArea();
|
|
int num2 = curveIndicesInTargetArea[1] - curveIndicesInTargetArea[0] + 1;
|
|
if (curveIndicesInTargetArea[0] == -2 || num2 < 1)
|
|
{
|
|
return;
|
|
}
|
|
Rect targetAreaLocalBox = GetTargetAreaLocalBox();
|
|
for (int j = 0; j < num2; j++)
|
|
{
|
|
Vector2 vector = TransformPointIntoTargetArea(Terrain.TerrainCurve[curveIndicesInTargetArea[0] + j].position);
|
|
float num3 = (vector.y + 0.5f * targetAreaLocalBox.height) / targetAreaLocalBox.height;
|
|
foreach (KeyValuePair<float, int> item in list)
|
|
{
|
|
if (num3 <= item.Key)
|
|
{
|
|
Terrain.TerrainCurve[curveIndicesInTargetArea[0] + j].texture = item.Value;
|
|
break;
|
|
}
|
|
}
|
|
if (j > 0 && j < num2 - 1)
|
|
{
|
|
Vector2 vector2 = TransformPointIntoTargetArea(Terrain.TerrainCurve[curveIndicesInTargetArea[0] + j - 1].position);
|
|
Vector2 vector3 = TransformPointIntoTargetArea(Terrain.TerrainCurve[curveIndicesInTargetArea[0] + j + 1].position);
|
|
float num4 = Mathf.Atan2(vector.y - vector2.y, vector.x - vector2.x) * 57.29578f;
|
|
float num5 = Mathf.Atan2(vector3.y - vector.y, vector3.x - vector.x) * 57.29578f;
|
|
if ((num4 >= CliffStartAngle && num5 >= CliffStartAngle) || (num4 <= 0f - CliffStartAngle && num5 <= 0f - CliffStartAngle))
|
|
{
|
|
Terrain.TerrainCurve[curveIndicesInTargetArea[0] + j].texture = CliffTextureIndex;
|
|
}
|
|
}
|
|
}
|
|
Terrain.RebuildAllMaterials();
|
|
Terrain.RebuildAllMeshes();
|
|
}
|
|
}
|