public void Awake() { meshRenderer = GetComponent <MeshRenderer>(); if (!shape) { shape = new ShapeSettings(); } terrainLayer = LayerMask.NameToLayer("Terrain"); colourGenerator.UpdateSettings(coloursSettings); colourGenerator.UpdateColours(); }
void GenerateColors() { foreach (MeshFilter m in meshFilters) { colourGenerator.UpdateColours(); } }
// ********************************************************************** // void GenerateColours() { colourGenerator.UpdateColours(); // recolour the biomes foreach (TerrainFace face in terrainFaces) { face.UpdateUVs(colourGenerator); } }
public void GenerateColour() { colourGenerator.UpdateColours(); for (int i = 0; i < 6; i++) { if (meshFilters[i].gameObject.activeSelf) { terrainFaces[i].UpdateUvs(colourGenerator); } } }
private void GenerateColours() { _colourGenerator.UpdateColours(); for (int i = 0; i < 6; i++) { if (_meshFilters[i].gameObject.activeSelf) { _terrainFaces[i].UpdateUVs(_colourGenerator); } } }
private void GenerateColour() { colourGenerator.UpdateColours(); for (var i = 0; i < 6; i++) { if (meshFilter[i].gameObject.activeSelf) { terrainFaces[i].UpdateUVs(colourGenerator); } } }
// Generate colour of the meshes void GenerateColours() { colourGenerator.UpdateColours(); // Run through all 6 faces for (int i = 0; i < 6; i++) { if (meshFilters[i].gameObject.activeSelf) { terrainFaces[i].UpdateUVs(colourGenerator); } } }
void GenerateColours() { colourGenerator.UpdateColours(); for (int i = 0; i < 6; i++) { for (int y = 0; y < divisions; y++) { for (int x = 0; x < divisions; x++) { if (meshFilters[i * divisions * divisions + y * divisions + x].gameObject.activeSelf) { terrainFaces[i * divisions * divisions + y * divisions + x].UpdateUVs(colourGenerator, x, y); } } } } }
void GenerateColours() { colourGenerator.UpdateColours(); }
private void GenerateColours() { _colourGenerator.UpdateColours(); }