// Initialization code. Must be called directly, sets up the component public void Generate(int width, int height) { plane = gameObject.GetComponent<PlaneMesh>(); plane.Generate(width, height); Width = plane.Width; Height = plane.Height; Grid = new float[Width, Height]; SwapGrid = new float[Width, Height]; }
// Initializes the terrain generator public void Generate(int width, int height) { plane = gameObject.GetComponent<PlaneMesh>(); plane.Generate(width, height); Width = plane.Width; Height = plane.Height; HeightMap = new float[Width, Height]; GenerateHeightMap(); // Alter the heightmap to reflect the terrain plane.UpdateHeights(HeightMap); plane.mesh.Optimize(); // Add the newly generated mesh to the mesh collider // (for some reason it can't find it otherwise?) gameObject.GetComponent<MeshCollider>().sharedMesh = plane.mesh; }