public void RenderHeightMap() { var currentColor = texMap.GetRawTextureData <Color32>(); int w = heightMap.Width(); int h = heightMap.Height(); for (int i = 0; i < texBoard.width * texBoard.height; i++) { byte component = (byte)heightMap[i % w, i / h]; currentColor[i] = new Color32(component, component, component, 255); } texMap.Apply(); }
//Gets the sum of the values in a game region public int GetGameRegionSum(int x1, int y1, int x2, int y2) { GridType <int> region = GetGameRegion(x1, y1, x2, y2); int sum = 0; for (int j = 0; j < region.Height(); j++) { for (int i = 0; i < region.Width(); i++) { sum += region[i, j]; } } return(sum); }
public GridType <int> SumBoards(GridType <int> heightMap) { var h = heightMap.Height(); var w = heightMap.Width(); for (int j = 0; j < h; j++) { for (int i = 0; i < w; i++) { heightMap[i, j] += game.GetBoard()[i, j] ? 1 : 0; } } return(heightMap); }