public void OnNoiseMapGenerated(float[,] fullHeightMap) { _textureHeightMap = fullHeightMap; _textureMapSize = _textureHeightMap.GetLength(0); for (int y = 0; y < _textureMapSize; y++) for (int x = 0; x < _textureMapSize; x++) { var curveX = _fullMapParameters.heightCurveX.Evaluate((float) x / _textureMapSize); var curveY = _fullMapParameters.heightCurveY.Evaluate((float) y / _textureMapSize); _textureHeightMap[x, y] = Mathf.Clamp01(_textureHeightMap[x, y] * curveX * curveY); _textureHeightMap[x, y] = Mathf.Clamp01(_mapParameters.heightCurve.Evaluate(_textureHeightMap[x, y])); } _fullHeightMap = Noise.SimplifyNoiseMap(_textureHeightMap, _mapParameters.textureResolutionFactor); if (Application.isEditor) EditorCoroutine.Start(GenerateFullMesh()); else StartCoroutine(GenerateFullMesh()); ProgressBarAddAction(10);//50 }