void ShowNoiseStatistics() { float minVal = float.MaxValue; float maxVal = float.MinValue; float avgMin = 0; float avgMax = 0; noiseMap.Generate(); avgMin += noiseMap.minValue; avgMax += noiseMap.maxValue; if (noiseMap.minValue < minVal) { minVal = noiseMap.minValue; } if (noiseMap.maxValue > maxVal) { maxVal = noiseMap.maxValue; } for (int i = 0; i < extraIterations; i++) { noiseMap.Generate(new Vector3(noiseOffset.x + i * diameter, noiseOffset.z)); avgMin += noiseMap.minValue; avgMax += noiseMap.maxValue; if (noiseMap.minValue < minVal) { minVal = noiseMap.minValue; } if (noiseMap.maxValue > maxVal) { maxVal = noiseMap.maxValue; } noiseMap.Generate(new Vector3(noiseOffset.x, noiseOffset.z + i * diameter)); if (noiseMap.minValue < minVal) { minVal = noiseMap.minValue; } if (noiseMap.maxValue > maxVal) { maxVal = noiseMap.maxValue; } avgMin += noiseMap.minValue; avgMax += noiseMap.maxValue; } Debug.LogFormat("Noise Values: Min: {0}, Max: {1}, Avg Min: {2}, Avg Max: {3}", minVal, maxVal, avgMin / (1 + extraIterations * 2), avgMax / (1 + extraIterations * 2)); Debug.LogFormat("Noise Range: {0}", noiseMap.trueAmplitude); }