public override void Process(uint seed) { T[] heightMap = TerrainMeta.HeightMap.dst; int num = TerrainMeta.HeightMap.res; Vector3 position = TerrainMeta.Position; Vector3 size = TerrainMeta.Size; float lootAxisAngle = TerrainMeta.LootAxisAngle; float biomeAxisAngle = TerrainMeta.BiomeAxisAngle; GenerateHeight.Native_GenerateHeight(heightMap, num, position, size, seed, lootAxisAngle, biomeAxisAngle); }
public override void Process(uint seed) { short[] dst = TerrainMeta.HeightMap.dst; int res1 = TerrainMeta.HeightMap.res; Vector3 position = TerrainMeta.Position; Vector3 size1 = TerrainMeta.Size; float lootAxisAngle = TerrainMeta.LootAxisAngle; float biomeAxisAngle = TerrainMeta.BiomeAxisAngle; int res2 = res1; Vector3 pos = position; Vector3 size2 = size1; int num1 = (int)seed; double num2 = (double)lootAxisAngle; double num3 = (double)biomeAxisAngle; GenerateHeight.Native_GenerateHeight(dst, res2, pos, size2, (uint)num1, (float)num2, (float)num3); }