public ChunkGenerator(ProceduralTerrainSettings _typeSettings)
    {
        var settings = _typeSettings.Get();

        meshGenerator  = MeshGeneratorFactory.Create(_typeSettings);
        noiseGenerator = new NoiseGenerator(settings);
        chunksPerFrame = settings.chunksPerFrame;

        priorityChunkQueue = new Queue <TerrainChunk>();
        chunkQueue         = new Queue <TerrainChunk>();
        outdatedChunks     = new Queue <TerrainChunk>();
    }
Beispiel #2
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 protected override void OnEnable()
 {
     base.OnEnable();
     if (m_Factory == null)
     {
         m_Factory = new MeshGeneratorFactory();
     }
     if (m_Painter == null)
     {
         m_Painter = new UnlitWaterPainter();
     }
     SceneView.onSceneGUIDelegate += OnSceneGUI;
 }
Beispiel #3
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 public ChunkData(VoxelSettings voxelSettings, MeshSettings meshSettings)
 {
     voxelGen = VoxelGeneratorFactory.CreateInstance(voxelSettings);
     meshGen  = MeshGeneratorFactory.CreateInstance(meshSettings);
     meshGen.VoxelGenerator = voxelGen;
 }