private void GenerateChunk(int x, int z)
 {
     if (Cache.ChunkCanBeAdded(x, z))
     {
         var chunk = new TerrainChunk(Settings, NoiseProvider, x, z);
         Cache.AddNewChunk(chunk);
     }
 }
 private void GenerateChunk(int x, int z)
 {
     if (Cache.ChunkCanBeAdded(x, z))
     {
         NoiseProvider = new NoiseProvider(perlinHeight, perlinDamper);
         var chunk = new TerrainChunk(Settings, NoiseProvider, x, z);
         Cache.AddNewChunk(chunk);
     }
 }
Beispiel #3
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 private void GenerateChunk(int x, int z)
 {
     //Debug.Log("TCG.GenerateChunk()  => " + "[" + x + "," + z +"]");
     if (Cache.ChunkCanBeAdded(x, z))
     {
         ChunkEdge edgetype = CheckChunkIsEdge(new Vector2i(x, z));
         var       chunk    = new TerrainChunk(Settings, WorldGenerator, edgetype, x, z);
         Cache.AddNewChunk(chunk);
     }
 }