public TerrainChunk(Planet planet, Material terrainMat, Transform parent, Vector3[] vertices, Vector2[] uv, Dictionary <Vector2, TileData> tileData, Texture2D spritemap, TilesetLookup tilesetLookup, Vector2 position, Vector2 viewPosition, int width, int height, float featureSize, Color[] colors, Color mainColor) { myPlanet = planet; string randomSeed = (int)(position.x) + "" + (int)(Mathf.Abs(position.y)); rand = new System.Random(int.Parse(randomSeed)); this.terrainMat = terrainMat; this.parent = parent; this.vertices = vertices; this.uv = uv; this.tileDictionary = tileData; this.spritemap = spritemap; this.tilesetLookup = tilesetLookup; this.position = position; this.viewPosition = viewPosition; this.width = width; this.height = height; this.featureSize = featureSize; this.colors = colors; this.mainColor = mainColor; }
/// <summary> /// Create initial planet components including tilesetlookup, noise object, and texture /// </summary> public void Init() { random = new System.Random(planetSettings.planetSeed); tilesetLookup = new TilesetLookup(tilesetInformation, tilesetTriangulation); planetTexture = new Texture2D(400, 400); }