public Block(Chunk chunk, int x, int y, int height, BiomeState biomeState) { this.x = x; this.y = y; Height = height; Chunk = chunk; biomeState.AssignBlockBiome(this); }
// Initializing void Start() { player = GameObject.Find("Player"); var seed = Random.Range(100, 1000); var perlinNoise = new PerlinNoise(seed, scale); HeightMap = new HeightMap(perlinNoise, maxHeight, waterHeight); BiomeState = new BiomeState(200f, waterHeight, maxHeight); renderedChunks = new Dictionary <Vector2, Chunk>(); nonRenderedChunks = new Dictionary <Vector2, Chunk>(); for (int i = -xChunks / 2; i < xChunks / 2; i++) { for (int j = -zChunks / 2; j < zChunks / 2; j++) { generateChunk(i, j); } } StartCoroutine(generateInfiniteTerrain()); }