void Start() { moistureNoiseGen.Seed = (elevationNoiseGen.Seed = Random.Range(0, int.MaxValue)) + 1; BlockLength = prefabForestGrassBlock.GetComponent <Renderer>().bounds.extents.x * 2; BlockLength += blockSeparation; for (int row = 0; row < loadChunkDistance; ++row) { var rowChunks = new List <Chunk>(); for (int col = 0; col < loadChunkDistance; ++col) { var chunk = new GameObject().AddComponent <Chunk>(); var chunkOffset = new Vector2( chunk.ZOffset = chunk.Row = row , chunk.XOffset = chunk.Col = col); chunk.BiomeType = GetChunkType( elevationNoiseGen.GetValue(chunkOffset[0], 0.1, chunkOffset[1]) , moistureNoiseGen.GetValue(chunkOffset[0], 0.1, chunkOffset[1])); //chunk.type = (Chunk.EType)System.Math.Round( // (elevationNoiseGen.GetValue(col, 0.1, row) / 2 + 0.5) * ((int)Chunk.EType.count - 1)); chunk.Length = chunkSize; chunk.transform.position = new Vector3( col * chunkSize * BlockLength , 0 , row * chunkSize * BlockLength); chunk.name = string.Format("Chunk[{0}][{1}]", row, col); rowChunks.Add(chunk.Generate()); encounteredChunks.Add(chunkOffset); } chunks.Add(rowChunks); } ChunkEventSignals.DoChunkUpdated(); }