protected override float GenerateBaseHeight(float worldX, float worldZ, IZoneNoiseSettings settings)
 {
     var distanceFromCenter = Vector2.Distance(Vector2.zero, new Vector2(worldX, worldZ));
     distanceFromCenter = Mathf.Max(distanceFromCenter, 0.1f);
     var height = Mathf.Clamp((100/distanceFromCenter), 0, 50);
     return settings.Height + height;
 }
        protected override float GenerateBaseHeight(float worldX, float worldZ, IZoneNoiseSettings settings)
        {
            var distanceFromCenter = Vector2.Distance(Vector2.zero, new Vector2(worldX, worldZ));

            distanceFromCenter = Mathf.Max(distanceFromCenter, 0.1f);
            var height = Mathf.Clamp((100 / distanceFromCenter), 0, 50);

            return(settings.Height + height);
        }
        protected override float GenerateBaseHeight(float worldX, float worldZ, IZoneNoiseSettings settings)
        {
            var height = base.GenerateBaseHeight(worldX, worldZ, settings);
            var mountInfluence = Land.GetInfluence(new Vector2(worldX, worldZ))[ZoneType.Mountains];

            //Slightly raise up heightmap of Mountain zone
            if (mountInfluence > 0.7f)
            {
                var additional = (mountInfluence + 0.3f);
                height *= additional;
            }

            return height;
        }
        protected override float GenerateBaseHeight(float worldX, float worldZ, IZoneNoiseSettings settings)
        {
            var height         = base.GenerateBaseHeight(worldX, worldZ, settings);
            var mountInfluence = Land.GetInfluence(new Vector2(worldX, worldZ))[ZoneType.Mountains];

            //Slightly raise up heightmap of Mountain zone
            if (mountInfluence > 0.7f)
            {
                var additional = (mountInfluence + 0.3f);
                height *= additional;
            }

            return(height);
        }
        protected virtual float GenerateBaseHeight(float worldX, float worldZ, IZoneNoiseSettings settings)
        {
            //Workaround of stupid Unity PerlinNoise symmetry
            worldX += 1000;
            worldZ += 1000;

            var yValue = 0f;

            yValue +=
                Mathf.PerlinNoise(worldX * _landSettings.LandNoiseSettings.InScale1, worldZ * _landSettings.LandNoiseSettings.InScale1) *
                settings.OutScale1;
            yValue +=
                Mathf.PerlinNoise(worldX * _landSettings.LandNoiseSettings.InScale2, worldZ * _landSettings.LandNoiseSettings.InScale2) *
                settings.OutScale2;
            yValue +=
                Mathf.PerlinNoise(worldX * _landSettings.LandNoiseSettings.InScale3, worldZ * _landSettings.LandNoiseSettings.InScale3) *
                settings.OutScale3;
            yValue += settings.Height;
            return(yValue);
        }
        protected virtual float GenerateBaseHeight(float worldX, float worldZ, IZoneNoiseSettings settings)
        {
            //Workaround of stupid Unity PerlinNoise symmetry
            worldX += 1000;
            worldZ += 1000;

            var yValue = 0f;
            yValue +=
                Mathf.PerlinNoise(worldX*_landSettings.LandNoiseSettings.InScale1, worldZ*_landSettings.LandNoiseSettings.InScale1)*
                settings.OutScale1;
            yValue +=
                Mathf.PerlinNoise(worldX*_landSettings.LandNoiseSettings.InScale2, worldZ*_landSettings.LandNoiseSettings.InScale2)*
                settings.OutScale2;
            yValue +=
                Mathf.PerlinNoise(worldX*_landSettings.LandNoiseSettings.InScale3, worldZ*_landSettings.LandNoiseSettings.InScale3)*
                settings.OutScale3;
            yValue += settings.Height;
            return yValue;
        }
 protected override float GenerateBaseHeight(float worldX, float worldZ, IZoneNoiseSettings settings)
 {
     return 0;
 }
 protected override float GenerateBaseHeight(float worldX, float worldZ, IZoneNoiseSettings settings)
 {
     return(0);
 }