public void createGenerators() { for (int i = 0; i < generators.Length; i++) { generators[i] = GeneratorCaster.castTG(generators[i]); } }
void OnValidate() { Debug.Log("on validate"); if (mesh_obj == null || mesh_filter == null) { if (mesh_obj == null) { Debug.Log("mesh_obj is null"); } if (mesh_filter == null) { Debug.Log("mesh_filter is null"); } Debug.Log("call init"); initMesh(transform); } if (noise_options == null) { noise_options = new NoiseOptions(0.7f, 50, 1f); } if (generators == null || generators.Length == 0) { Debug.Log("making generators from tgopts"); generators = new TerrainGenerator[tgopt.options.Length]; for (int i = 0; i < tgopt.options.Length; i++) { generators[i] = GeneratorCaster.makeTG(tgopt.options[i], tgopt.types[i]); } } else { //todo later: make this better so it doesn't always re create the generators generators = new TerrainGenerator[tgopt.options.Length]; for (int i = 0; i < tgopt.options.Length; i++) { generators[i] = GeneratorCaster.makeTG(tgopt.options[i], tgopt.types[i]); } /* * for(int i = 0; i < generators.Length; i++) { * generators[i] = GeneratorCaster.castTG(generators[i]); * } */ } col_gen = new ColourGenerator(col_set); //Debug.Log("vert length : " + mesh_filter.sharedMesh.triangles.Length); if (mesh_filter.sharedMesh.vertices.Length == 0) { Debug.Log("mesh null"); } Debug.Log("doing something"); original_noise_grid = new float[noise_options.res * noise_options.res]; generateTerrainIfNotReady(); applyTerrain(); terrain_mm = new MinMax(); terrain_mm.addValues(noise_grid); terrain_mm.log(); constructMesh(); }