public void Generate(bool randomizeConfig = true) { if (constantSeed) { Random.InitState(0); } if (randomizeConfig) { //GeneratePalette(); //config.gradient = ColorE.Gradient(from: GetMainColorHSV(), to: GetSecondaryColorHSV()); } //config.path = pathCreator.GetComponent<PathCreator>().getPath(); var drafts = LowPolyTerrainGenerator.TerrainDraft(config); var draftQ1 = drafts[0]; var draftQ2 = drafts[1]; var draftQ3 = drafts[2]; var draftQ4 = drafts[3]; //draftQ1.Move(Vector3.left * config.terrainSize.x / 2 + Vector3.back * config.terrainSize.z / 2); draftQ1.Move(Vector3.left * config.terrainSize.x / 2 + Vector3.back * config.terrainSize.z / 2); draftQ2.Move(Vector3.back * config.terrainSize.z / 2); draftQ3.Move(Vector3.left * config.terrainSize.x / 2); //draftQ4.Move(Vector3.right * config.terrainSize.x / 4 + Vector3.forward * config.terrainSize.z / 2); AssignDraftToMeshFilter(draftQ1, terrainMeshFilterQ1, ref terrainMeshQ1); AssignDraftToMeshFilter(draftQ2, terrainMeshFilterQ2, ref terrainMeshQ2); AssignDraftToMeshFilter(draftQ3, terrainMeshFilterQ3, ref terrainMeshQ3); AssignDraftToMeshFilter(draftQ4, terrainMeshFilterQ4, ref terrainMeshQ4); AssignDraftToMeshFilter(draftQ1, terrainDuplicateQ1, ref terrainMeshQ1); AssignDraftToMeshFilter(draftQ2, terrainDuplicateQ2, ref terrainMeshQ2); AssignDraftToMeshFilter(draftQ3, terrainDuplicateQ3, ref terrainMeshQ3); AssignDraftToMeshFilter(draftQ4, terrainDuplicateQ4, ref terrainMeshQ4); terrainMeshColliderQ1.sharedMesh = terrainMeshQ1; terrainMeshColliderQ2.sharedMesh = terrainMeshQ2; terrainMeshColliderQ3.sharedMesh = terrainMeshQ3; terrainMeshColliderQ4.sharedMesh = terrainMeshQ4; terrainDuplicateColliderQ1.sharedMesh = terrainMeshQ1; terrainDuplicateColliderQ2.sharedMesh = terrainMeshQ2; terrainDuplicateColliderQ3.sharedMesh = terrainMeshQ3; terrainDuplicateColliderQ4.sharedMesh = terrainMeshQ4; }
public void Generate(bool randomizeConfig = true) { if (constantSeed) { Random.InitState(0); } if (randomizeConfig) { GeneratePalette(); config.gradient = ColorE.Gradient(from: GetMainColorHSV(), to: GetSecondaryColorHSV()); } var draft = LowPolyTerrainGenerator.TerrainDraft(config); draft.Move(Vector3.left * config.terrainSize.x / 2 + Vector3.back * config.terrainSize.z / 2); AssignDraftToMeshFilter(draft, terrainMeshFilter, ref terrainMesh); }