public biomeMap(IMap Heightmap, combinedHeightHeat ComboMap, moistureMap MoistureMap, bool MaskWater) { this._heightmap = Heightmap; this._comboMap = ComboMap; this._moistureMap = MoistureMap; this._maskWater = MaskWater; }
public void BuildMap() { //initialzing settings objects hmSettings = new heightMapSettings { Octaves = octaves, Frequency = frequency, Lacunarity = lacunarity, Quality = quality, Seed = seed, Persistence = persistence }; thisChunk = new worldChunkSettings //need to move this out of this class for tiling world chunks { mapHeight = _mapHeight, mapWidth = _mapWidth, top = 0, bottom = 1, left = 2, right = 3 }; mmSettings = new moistureMapSettings { Octaves = MMoctaves, Frequency = MMfrequency, Lacunarity = MMlacunarity, Quality = MMquality, Seed = MMseed, Persistence = MMpersistence }; //build maps HeightMap = new heightMap(thisChunk, hmSettings); HeatMap = new heatMap(thisChunk); ComboMap = new combinedHeightHeat(HeightMap, HeatMap, thisChunk); MoistureMap = new moistureMap(thisChunk, mmSettings, HeightMap); BiomeMap = new biomeMap(HeightMap, ComboMap, MoistureMap, maskWater); //Debug.Log("map seed "+hmSettings.Seed); //find game objects and build textures for each map HeightDisplay = GameObject.Find("HeightMapObj"); HeightDisplay.GetComponent <Renderer>().sharedMaterial.mainTexture = textureFromMap.BuildTexture(HeightMap); //Debug.Log("Perlin point:" + HeightMap.GetValue(100, 100)); HeatDisplay = GameObject.Find("HeatMapObj"); HeatDisplay.GetComponent <Renderer>().sharedMaterial.mainTexture = textureFromMap.BuildTexture(HeatMap); //Debug.Log("Gradient Noise value:" + HeatMap.GetValue(0, 10)); ComboDisplay = GameObject.Find("ComboMapObj"); ComboDisplay.GetComponent <Renderer>().sharedMaterial.mainTexture = textureFromMap.BuildTexture(ComboMap); MoistureDisplay = GameObject.Find("MoistureMapObj"); MoistureDisplay.GetComponent <Renderer>().sharedMaterial.mainTexture = textureFromMap.BuildTexture(MoistureMap); BiomeDisplay = GameObject.Find("BiomeMapObj"); BiomeDisplay.GetComponent <Renderer>().sharedMaterial.mainTexture = textureFromMap.BuildTexture(BiomeMap); }