public void EditorInit() { _previewTex = new Texture2D(320, 320); _terDrawing = new EditorTerrainDrawing(_previewTex); wantsMouseMove = true; minSize = MinSize; }
public void UpdateTerrainPreview() { Perlin baseNoise = new Perlin() { Frequency = _noiseFreq, Lacunarity = _noiseLac, OctaveCount = _noiseOct }; if (_seed != "") { baseNoise.Seed = Convert.ToInt32(_seed); } else { baseNoise.Seed = UnityEngine.Random.Range(int.MinValue, int.MaxValue); } LibNoise.Noise2D noise2D = new LibNoise.Noise2D(_previewTex.width, baseNoise); float mOff = 0.01f; noise2D.GeneratePlanar(-1 - _mouseOffset.y * mOff, 1 - _mouseOffset.y * mOff, -1 - _mouseOffset.x * mOff, 1 - _mouseOffset.x * mOff); _previewTex = noise2D.GetTexture(); _terDrawing = new EditorTerrainDrawing(_previewTex); _terDrawing.Update(); _previewTex.Apply(); }