private ProcGenChunk CreateTerrainChunk(Vector2 position) { ProcGenChunk chunk = Instantiate(landscapePrefab); chunk.InitInfiniteLandScape(material, xResolution, zResolution, meshScale, yScale, octaves, lacunarity, gain, perlinScale, position); chunk.transform.SetParent(transform); return(chunk); }
public void CreateMesh() { ProcGenChunk topLeft = CreateTerrainChunk(new Vector2(0, 2 * zResolution)); ProcGenChunk topMiddle = CreateTerrainChunk(new Vector2(xResolution, 2 * zResolution)); ProcGenChunk topRight = CreateTerrainChunk(new Vector2(2 * xResolution, 2 * zResolution)); ProcGenChunk midLeft = CreateTerrainChunk(new Vector2(0, zResolution)); ProcGenChunk middle = CreateTerrainChunk(new Vector2(xResolution, zResolution)); ProcGenChunk midRight = CreateTerrainChunk(new Vector2(2 * xResolution, zResolution)); ProcGenChunk bottomLeft = CreateTerrainChunk(new Vector2(0, 0)); ProcGenChunk bottomMiddle = CreateTerrainChunk(new Vector2(xResolution, 0)); ProcGenChunk bottomRight = CreateTerrainChunk(new Vector2(2 * xResolution, 0)); }