public override void Populate() { tileIds.Populate(); patternIds.Populate(); gatherRules.Populate(); outputGridPossibilities.Populate(); repeatCollapse.Populate(); changeOutputGrid.Populate(); changePatternToTileIds.Populate(); }
public override void Populate() { for (var i = 0; i < 100; i++) { minEntropyQueue.Clear(); outputGrid.Populate(); entropies.Populate(); minEntropyQueue.AddRange(entropies.all); while (minEntropyQueue.Count > 0) { first = minEntropyQueue.Dequeue(); minEntropy.minCell = first; minEntropy.entropy = first.entropy; minEntropy.x = first.gridCell.x; minEntropy.y = first.gridCell.y; collapseCell.Populate(); collapseNeighbors.Populate(); } } }