inz-00/Assets/Scripts/MapRenderer.cs
2019-11-19 21:19:44 +01:00

73 lines
1.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Assets.Common;
using Assets.RenderPass;
using UnityEngine;
using UnityEngine.UIElements;
using Random = UnityEngine.Random;
namespace Assets
{
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(LandmassGenerator))]
public class MapRenderer : MonoBehaviour
{
private bool _rerender = false;
public GameObject citiesGameObject;
public GameObject forestGameObject;
public GameObject[] trees;
private IList<IRenderer> Renderers => new List<IRenderer>
{
new LandmassRenderer(),
new CityRenderer(citiesGameObject),
new ForestRender
{
ForestObject = forestGameObject,
Trees = trees,
}
};
public void GenerateRandom()
{
var generator = GetComponent<LandmassGenerator>();
generator.seed = Environment.TickCount;
generator.Generate(map => _rerender = true);
}
private void Update()
{
if (_rerender)
{
Render();
_rerender = false;
}
}
public void Render()
{
var map = GetComponent<LandmassGenerator>().Map;
if (map == null)
return;
foreach (var current in Renderers)
current.Render(map, this);
}
public void OnDrawGizmos()
{
var map = GetComponent<LandmassGenerator>().Map;
if (map == null)
return;
foreach (var current in Renderers)
current.DrawGizmos(map, this);
}
}
}