using UnityEngine; using System.Threading; using System; using System.Collections.Generic; using System.Net.Http.Headers; public class MapGenerator : MonoBehaviour { public enum DrawMode {NoiseMap, ColorMap, Mesh}; public DrawMode drawMode; public const int mapChunkSize = 241; [Range(0,6)] public int levelOfDetail; public float noiseScale; public int octaves; [Range(0, 1)] public float persistance; public float lacunarity; public int seed; public Vector2 offset; public float meshHeightMultiplier; public AnimationCurve meshHeightCurve; public bool autoUpdate; public TerrainType[] regions; Queue> mapDataThreadInfoQueue = new Queue>(); Queue> meshDataThreadInfoQueue = new Queue>(); public void DrawMapInEditor() { MapData mapData = GenerateMapData(); MapDisplay display = FindFirstObjectByType(); if (drawMode == DrawMode.NoiseMap) { display.DrawTexture(TextureGenerator.TextureFromHeightMap(mapData.heightMap)); } else if (drawMode == DrawMode.ColorMap) { display.DrawTexture(TextureGenerator.TextureFromColorMap(mapData.colorMap, mapChunkSize, mapChunkSize)); } else if (drawMode == DrawMode.Mesh) { display.DrawMesh(MeshGenerator.GenerateTerrainMesh(mapData.heightMap, meshHeightMultiplier, meshHeightCurve, levelOfDetail), TextureGenerator.TextureFromColorMap(mapData.colorMap, mapChunkSize, mapChunkSize)); } } public void RequestMapData(Action callback) { ThreadStart threadStart = delegate { MapDataThread(callback); }; new Thread(threadStart).Start(); } void MapDataThread(Action callback) { MapData mapData = GenerateMapData(); lock (mapDataThreadInfoQueue) { mapDataThreadInfoQueue.Enqueue(new MapThreadInfo(callback, mapData)); } } public void RequestMeshData(MapData mapData, Action callback) { ThreadStart threadStart = delegate { MeshDataThread(mapData, callback); }; new Thread(threadStart).Start(); } void MeshDataThread(MapData mapData, Action callback) { MeshData meshData = MeshGenerator.GenerateTerrainMesh(mapData.heightMap, meshHeightMultiplier, meshHeightCurve, levelOfDetail); lock (meshDataThreadInfoQueue) { meshDataThreadInfoQueue.Enqueue(new MapThreadInfo(callback, meshData)); } } private void Update() { if(mapDataThreadInfoQueue.Count > 0) { for(int i = 0; i < mapDataThreadInfoQueue.Count; i++) { MapThreadInfo threadInfo = mapDataThreadInfoQueue.Dequeue(); threadInfo.callback(threadInfo.parameter); } } if (meshDataThreadInfoQueue.Count > 0) { for(int i = 0; i < meshDataThreadInfoQueue.Count; i++) { MapThreadInfo threadInfo = meshDataThreadInfoQueue.Dequeue(); threadInfo.callback(threadInfo.parameter); } } } MapData GenerateMapData() { float[,] noiseMap = Noise.GenerateNoiseMap(mapChunkSize, mapChunkSize, seed, noiseScale, octaves, persistance, lacunarity, offset); Color[] colorMap = new Color[mapChunkSize * mapChunkSize]; for (int y = 0; y < mapChunkSize; y++) { for (int x = 0; x < mapChunkSize; x++) { float currentHeight = noiseMap[x, y]; for(int i = 0; i < regions.Length; i++) { if(currentHeight <= regions[i].height) { colorMap[y * mapChunkSize + x] = regions[i].color; break; } } } } return new MapData(noiseMap, colorMap); } private void OnValidate() { if(lacunarity < 1) { lacunarity = 1; } if(octaves < 0) { octaves = 0; } } struct MapThreadInfo { public readonly Action callback; public readonly T parameter; public MapThreadInfo(Action callback, T parameter) { this.callback = callback; this.parameter = parameter; } } } [System.Serializable] public struct TerrainType { public string name; public float height; public Color color; } public struct MapData { public readonly float[,] heightMap; public readonly Color[] colorMap; public MapData(float[,] heightMap, Color[] colorMap) { this.heightMap = heightMap; this.colorMap = colorMap; } }