/// <summary> /// Delete the current level from the scene /// </summary> public override void DeleteLevel() { // Check if there is something to delete first or else there will be an error GeneratedTerrain outputtedTerrain = GameObject.FindObjectOfType <GeneratedTerrain>(); if (outputtedTerrain != null) { MonoBehaviour.DestroyImmediate(outputtedTerrain.gameObject); } }
private void RenderMapWithMesh() { foreach (Transform tr in meshTr) { Destroy(tr.gameObject); } GeneratedTerrain generatedTerrain = new GeneratedTerrain(); for (int x = 0; x < square; x++) { for (int y = 0; y < square; y++) { int perlinCount = (int)(maps[x, y] * 10); GameObject gb = Instantiate(meshCube, new Vector3(x - (square / 2), perlinCount, y - (square / 2)), Quaternion.identity); gb.transform.parent = meshTr; generatedTerrain.meshes.Add(gb); } } terrainDic.Add(new Vector2(Camera.main.transform.position.x, Camera.main.transform.position.z), generatedTerrain); }