public void ChangeSettings(GeneratorSettings settings) { this.Settings = settings; Random random = new Random(this.Settings.Seed); this.noiseByOctave[0] = Noise.GenerateWhiteNoise(PatchCoordinates.PatchWidth, PatchCoordinates.PatchHeight, random); }
public Generator(GeneratorSettings settings) { // Instantiate data structures. this.patchCache = new TileType[PatchCoordinates.PatchWidth, PatchCoordinates.PatchHeight]; this.patchOperationCache = new TileType[PatchCoordinates.PatchWidth, PatchCoordinates.PatchHeight]; this.floatCache = new float[PatchCoordinates.PatchWidth, PatchCoordinates.PatchHeight]; this.noiseByOctave = new float[NoiseOctaveCount][, ]; this.ChangeSettings(settings); }