private float[,] modByCurve(float[,] noiseMap, noiseGenerator.curve modCurve) { float[,] temp = new float[noiseMap.GetLength(0), noiseMap.GetLength(1)]; for (int i = 0; i < noiseMap.GetLength(0); i++) { for (int j = 0; j < noiseMap.GetLength(1); j++) { temp[i, j] = modCurve(noiseMap[i, j]); } } return(temp); }
void Start() { sin = delegate(float x) { return((Mathf.Cos((x + 1) * Mathf.PI) + 1) / 2); }; hugeMountainNoise = (Instantiate(noiseMap) as GameObject).GetComponent <noiseGenerator>(); hugeMountainNoise.init(12000, SEED, 1f / 4000000000f, "hugeMountainNoise", gameObject); hugeMountainPostMod = delegate(float x) { return(8000 * x); }; testNoise = (Instantiate(noiseMap) as GameObject).GetComponent <noiseGenerator>(); testNoise.init(20, SEED + 1, "testNoise", gameObject); testPostMod = delegate(float x) { return(7 * x); }; StartCoroutine(chunkGenerator()); }