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;
            }
        }
Beispiel #2
0
        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;
        }