// IEnumerator Randomise() // { // rand = true; // while(randomise) // { // chunk[Random.Range(0, TerrainChunk.ChunkWidth), Random.Range(0, TerrainChunk.ChunkHeight)] = World.Cells[Random.Range(0, 2)]; // rend.BuildChunk(); // yield return new WaitForSeconds(waitTime); // } // rand = false; // } IEnumerator Randomise() { CellType type; float noise, x, y; rand = true; while (randomise) { for (int i = 0; i < chunk.Length; i++) { x = (float)TerrainChunk.getX(i); y = (float)TerrainChunk.getY(i); //Debug.Log(x.ToString() + " " + y.ToString()); noise = Simplex.noise(x, y, Time.time); if (noise > 0.5) { type = World.Cells[0]; } else if (noise > 0) { type = World.Cells[4]; } else if (noise < -0.5) { type = World.Cells[3]; } else { type = World.Cells[2]; } chunk[i] = type; } rend.BuildChunk(); yield return(new WaitForSeconds(waitTime)); } rand = false; }