Reduce repeated small scenery while retaining theme and boundary placements

This commit is contained in:
NINI
2026-10-11 02:44:01 +09:00
parent d5874240a5
commit 70b7a5f553
@@ -137,7 +137,7 @@ namespace MagnetismHeroes.Editor
Place("OpenStoneArch", 7.2f, -3.5f + variant * .35f, .85f, 60 + variant * 8); Place("OpenStoneArch", 7.2f, -3.5f + variant * .35f, .85f, 60 + variant * 8);
Place("MossStoneSteps", -7, -2.8f - variant * .2f, .8f, -35 + variant * 12); 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++) for (int i = 0; i < vegetation; i++)
{ {
float angle = (i * 137.5f + variant * 19) * Mathf.Deg2Rad; float angle = (i * 137.5f + variant * 19) * Mathf.Deg2Rad;
@@ -154,8 +154,9 @@ namespace MagnetismHeroes.Editor
int edgeIndex = 0; int edgeIndex = 0;
void Edge(float x, float z) void Edge(float x, float z)
{ {
string name = group >= 4 ? "PebbleScatter" : group == 0 && edgeIndex % 3 == 0 ? "DaisyColony" string name = group >= 4 ? "PebbleScatter" : group == 0 && edgeIndex % 10 == 0 ? "DaisyColony"
: group == 2 && edgeIndex % 3 == 0 ? "LavenderLupineColony" : "GrassTuftGold"; : 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++; 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); } for (int i = 0; i <= 13; i++) { float x = -8.5f + 17f * i / 13; Edge(x, -6.5f); Edge(x, 6.5f); }