private void GenerateChunk(int x, int z) { if (Cache.ChunkCanBeAdded(x, z)) { var chunk = new TerrainChunk(Settings, NoiseProvider, x, z); Cache.AddNewChunk(chunk); } }
private void GenerateChunk(int x, int z) { if (Cache.ChunkCanBeAdded(x, z)) { NoiseProvider = new NoiseProvider(perlinHeight, perlinDamper); var chunk = new TerrainChunk(Settings, NoiseProvider, x, z); Cache.AddNewChunk(chunk); } }
private void GenerateChunk(int x, int z) { //Debug.Log("TCG.GenerateChunk() => " + "[" + x + "," + z +"]"); if (Cache.ChunkCanBeAdded(x, z)) { ChunkEdge edgetype = CheckChunkIsEdge(new Vector2i(x, z)); var chunk = new TerrainChunk(Settings, WorldGenerator, edgetype, x, z); Cache.AddNewChunk(chunk); } }