private void Prepare() { if (RandomizeSeed) { Seed = UnityEngine.Random.Range(0, int.MaxValue); } _random = new Tools.Random(Seed); for (int i = 0; i < Biomes.Length; i++) { Biomes[i].Index = i; } }
public MacroMap(TriRunner settings, Random random) { _settings = settings; _random = random; _bounds = settings.LandBounds; _side = settings.CellSide; GenerateGrid(); Heights = new float[Vertices.Count]; Bounds = _mesh.Bounds; EmptyInfluence = new double[_settings.Biomes.Length]; _influenceTurbulance = new FastNoise(random.Seed); _influenceTurbulance.SetFrequency(settings.InfluencePerturbFreq); _influenceTurbulancePower = settings.InfluencePerturbPower; }