public void Start() // {{{ { perlinNoise = new PerlinNoise(terrainSeed); Random.InitState(terrainSeed); settings = new TerrainChunkSettings(terrainChunkLength, terrainChunkHeight, terrainChunkFaceSpacing, treeDensinity, detailsDensinity, treePrefabs, detailsPrefabs); }
public TerrainChunk(TerrainChunkSettings settings, PerlinNoise perlinNoise, int seed, Vector2i pos) // {{{ { this.pos = pos; this.settings = settings; this.perlinNoise = perlinNoise; this.seed = seed; rand = new System.Random((pos.x * 10000 + pos.z * 587) * seed); stages = new Action[] { CreateMesh, CreateTerrain, AddTrees, AddDetails, }; gameObject = new GameObject("Terrain"); gameObject.transform.position = new Vector3(pos.x * (settings.length - 1) * settings.spacing + (settings.length % 2 == 0 && pos.z % 2 == 0 ? settings.spacing / 2 : 0), 0, pos.z * (settings.length - 1) * settings.spacing); worldPosition = gameObject.transform.position; }
public TerrainChunk(TerrainChunkSettings terrainChunkSettings, int x, int z) { Settings = terrainChunkSettings; X = x; Z = z; }
public void Test() { var settings = new TerrainChunkSettings(129, 129, 100, 20, (NoiseMethodType)1, 3); var terrain = new TerrainChunk(settings, 0, 0); terrain.CreateTerrain(); }