diff --git a/Assets/MagnetismHeroes/Editor/PlaygroundSceneryAssets.cs b/Assets/MagnetismHeroes/Editor/PlaygroundSceneryAssets.cs index c5f3d5a..58959bf 100644 --- a/Assets/MagnetismHeroes/Editor/PlaygroundSceneryAssets.cs +++ b/Assets/MagnetismHeroes/Editor/PlaygroundSceneryAssets.cs @@ -137,7 +137,7 @@ namespace MagnetismHeroes.Editor Place("OpenStoneArch", 7.2f, -3.5f + variant * .35f, .85f, 60 + variant * 8); Place("MossStoneSteps", -7, -2.8f - variant * .2f, .8f, -35 + variant * 12); } - int vegetation = group == 3 ? 42 : group == 0 || group == 2 ? 30 : 18; + int vegetation = group == 3 ? 22 : group == 0 || group == 2 ? 18 : group == 1 ? 12 : 9; for (int i = 0; i < vegetation; i++) { float angle = (i * 137.5f + variant * 19) * Mathf.Deg2Rad; @@ -154,8 +154,9 @@ namespace MagnetismHeroes.Editor int edgeIndex = 0; void Edge(float x, float z) { - string name = group >= 4 ? "PebbleScatter" : group == 0 && edgeIndex % 3 == 0 ? "DaisyColony" - : group == 2 && edgeIndex % 3 == 0 ? "LavenderLupineColony" : "GrassTuftGold"; + string name = group >= 4 ? "PebbleScatter" : group == 0 && edgeIndex % 10 == 0 ? "DaisyColony" + : group == 2 && edgeIndex % 10 == 0 ? "LavenderLupineColony" + : (group == 1 || group == 3) && edgeIndex % 4 == 0 ? "GrassTuftGold" : "PebbleScatter"; Place(name, x, z, .75f + edgeIndex % 2 * .1f, edgeIndex * 47 + variant * 9); edgeIndex++; } for (int i = 0; i <= 13; i++) { float x = -8.5f + 17f * i / 13; Edge(x, -6.5f); Edge(x, 6.5f); }