Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Mathew_Mantas · Apr 23, 2016 at 10:51 AM · mapgenerationprocedural generation

Help CS101 error terrain proc generation

it's having two error's

Assets/Script's/MapGeneratorEditor.cs(84,15): error CS0101: The namespace global::' already contains a definition for TerrainType'

Assets/Script's/MapGeneratorEditor.cs(4,14): error CS0101: The namespace global::' already contains a definition for MapGenerator'

using UnityEngine; using System.Collections; using System; using System.Threading; using System.Collections.Generic;

public class MapGenerator : MonoBehaviour {

 public enum DrawMode {NoiseMap, ColourMap, Mesh};
 public DrawMode drawMode;

 public Noise.NormalizeMode normalizeMode;

 public const int mapChunkSize = 241;
 [Range(0,6)]
 public int editorPreviewLOD;
 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<MapThreadInfo<MapData>> mapDataThreadInfoQueue = new Queue<MapThreadInfo<MapData>>();
 Queue<MapThreadInfo<MeshData>> meshDataThreadInfoQueue = new Queue<MapThreadInfo<MeshData>>();

 public void DrawMapInEditor() {
     MapData mapData = GenerateMapData (Vector2.zero);

     MapDisplay display = FindObjectOfType<MapDisplay> ();
     if (drawMode == DrawMode.NoiseMap) {
         display.DrawTexture (TextureGenerator.TextureFromHeightMap (mapData.heightMap));
     } else if (drawMode == DrawMode.ColourMap) {
         display.DrawTexture (TextureGenerator.TextureFromColourMap (mapData.colourMap, mapChunkSize, mapChunkSize));
     } else if (drawMode == DrawMode.Mesh) {
         display.DrawMesh (MeshGenerator.GenerateTerrainMesh (mapData.heightMap, meshHeightMultiplier, meshHeightCurve, editorPreviewLOD), TextureGenerator.TextureFromColourMap (mapData.colourMap, mapChunkSize, mapChunkSize));
     }
 }

 public void RequestMapData(Vector2 centre, Action<MapData> callback) {
     ThreadStart threadStart = delegate {
         MapDataThread (centre, callback);
     };

     new Thread (threadStart).Start ();
 }

 void MapDataThread(Vector2 centre, Action<MapData> callback) {
     MapData mapData = GenerateMapData (centre);
     lock (mapDataThreadInfoQueue) {
         mapDataThreadInfoQueue.Enqueue (new MapThreadInfo<MapData> (callback, mapData));
     }
 }

 public void RequestMeshData(MapData mapData, int lod, Action<MeshData> callback) {
     ThreadStart threadStart = delegate {
         MeshDataThread (mapData, lod, callback);
     };

     new Thread (threadStart).Start ();
 }

 void MeshDataThread(MapData mapData, int lod, Action<MeshData> callback) {
     MeshData meshData = MeshGenerator.GenerateTerrainMesh (mapData.heightMap, meshHeightMultiplier, meshHeightCurve, lod);
     lock (meshDataThreadInfoQueue) {
         meshDataThreadInfoQueue.Enqueue (new MapThreadInfo<MeshData> (callback, meshData));
     }
 }

 void Update() {
     if (mapDataThreadInfoQueue.Count > 0) {
         for (int i = 0; i < mapDataThreadInfoQueue.Count; i++) {
             MapThreadInfo<MapData> threadInfo = mapDataThreadInfoQueue.Dequeue ();
             threadInfo.callback (threadInfo.parameter);
         }
     }

     if (meshDataThreadInfoQueue.Count > 0) {
         for (int i = 0; i < meshDataThreadInfoQueue.Count; i++) {
             MapThreadInfo<MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue ();
             threadInfo.callback (threadInfo.parameter);
         }
     }
 }

 MapData GenerateMapData(Vector2 centre) {
     float[,] noiseMap = Noise.GenerateNoiseMap (mapChunkSize, mapChunkSize, seed, noiseScale, octaves, persistance, lacunarity, centre + offset, normalizeMode);

     Color[] colourMap = 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) {
                     colourMap [y * mapChunkSize + x] = regions [i].colour;
                 } else {
                     break;
                 }
             }
         }
     }


     return new MapData (noiseMap, colourMap);
 }

 void OnValidate() {
     if (lacunarity < 1) {
         lacunarity = 1;
     }
     if (octaves < 0) {
         octaves = 0;
     }
 }

 struct MapThreadInfo<T> {
     public readonly Action<T> callback;
     public readonly T parameter;

     public MapThreadInfo (Action<T> callback, T parameter)
     {
         this.callback = callback;
         this.parameter = parameter;
     }

 }

}

[System.Serializable] public struct TerrainType { public string name; public float height; public Color colour; }

public struct MapData { public readonly float[,] heightMap; public readonly Color[] colourMap;

 public MapData (float[,] heightMap, Color[] colourMap)
 {
     this.heightMap = heightMap;
     this.colourMap = colourMap;
 }

}

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

55 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to make 2D TopDown chunks spawn and delete? 0 Answers

Randomly generate blocks on a flat map 0 Answers

Spawning with LayerMake 0 Answers

Procedurally Generated Terrain 1 Answer

Creating a grid on top of a terrain 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges