void Reset() { ClearAll(); Random.InitState(parameters.randomSeed); grid = new GameObject[parameters.height, parameters.width]; proceduralMaterials = new Material[parameters.proceduralMaterialsToGenerate]; bounds = new Bounds(Vector3.zero, Vector3.zero); // generate materials if needed if (parameters.proceduralMaterialsToGenerate > 0 && parameters.defaultMaterials.Length == 0) { proceduralMaterials = MeshRendererExtensions.GetRandomMaterials(parameters.shaderName, parameters.proceduralMaterialsToGenerate); } }
void Start() { prevWidth = width; prevHeight = height; Random.InitState(randomSeed); grid = new GameObject[height, width]; proceduralMaterials = new Material[proceduralMaterialsToGenerate]; // generate materials if needed if (proceduralMaterialsToGenerate > 0 && defaultMaterials.Length == 0) { proceduralMaterials = MeshRendererExtensions.GetRandomMaterials(shaderName, proceduralMaterialsToGenerate); } BuildGrid(); }