public void GenerateBlocks(ChunkBiomeCheck CBC) { // Gets Biome float f = (float)Math.Round(GetComponent <SpriteRenderer>().color.grayscale, 1); BiomeProfile B = CBC.GetBiome(f); // Do Biome Logic Generation var Biome = B.BiomeGeneration.GetComponent <IBiomeGeneration>(); if (Biome != null) { T = Biome.GenerateMap(5, 5, B); BARR = Biome.BlockToGenerate(B.Pallete, B.BlockHights, T); } else { Debug.LogError("Generation Type not of .IBiomeGeneration -- The class does not Impliment the Interface and a problem occurred"); } // Instantiate Blocks for (int i = 0; i < BARR.Length; i++) { if (BARR[i] != null) { GameObject G = Instantiate(BARR[i].PreCoExistingEffects); G.transform.parent = transform; G.transform.localPosition = BlockPos[i]; G.AddComponent <SpriteRenderer>(); G.GetComponent <SpriteRenderer>().sprite = BARR[i].BlockSprite; } } // Hide Chunk gameObject.GetComponent <SpriteRenderer>().enabled = false; }
public Texture2D GenerateMap(int width, int length, BiomeProfile Biome) { Texture2D T = new Texture2D(width, length); for (int i = 0; i < width; i++) { for (int j = 0; j < length; j++) { T.SetPixel(i, j, new Color(1, 1, 1)); } } T.Apply(); return(T); }