public void generateNoise()
    {
        NoiseTexture   = new Texture2D(Constants.ChunkWidth, Constants.ChunkHeight);
        Pixels         = new Color[Constants.ChunkWidth * Constants.ChunkHeight];
        NoiseGenerator = new FlatGenNoise(seed, new Vector2Int(0, 0), Persistance, Lacunarity, NumOctaves, ScaleFactor);
        // NoiseGenerator = new FlatGenNoise();

        LoadMapIntoPixels();
        NoiseTexture.SetPixels(Pixels);
        NoiseTexture.Apply();
        textureRenderer.sharedMaterial.mainTexture = NoiseTexture;
        textureRenderer.transform.localScale       = new Vector3(Constants.ChunkWidth, 1, Constants.ChunkHeight);
    }
Esempio n. 2
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    void Start()
    {
        gameObject.AddComponent <MeshFilter>();
        gameObject.AddComponent <MeshRenderer>();
        mesh = new Mesh();
        GetComponent <MeshFilter>().mesh = mesh;
        _noise = new FlatGenNoise();
        y      = _noise.CalcNoise();
        // _flatTexturing = new FlatTexturing(y);

        // Texture2D tex = new Texture2D(Constants.ChunkWidth, Constants.ChunkHeight);
        // Color[] colors = _flatTexturing.makeColor();
        // tex.SetPixels(colors);
        // tex.Apply();
        //
        // textureRenderer.sharedMaterial.mainTexture = tex;
        // textureRenderer.transform.localScale = new Vector3(Constants.ChunkWidth,1, Constants.ChunkHeight);

        CreateShape();
        UpdateMesh();
    }