void Start() { multiplier = axisMax / size; axisRange = axisMax - axisMin; size2 = size * size; // get world root worldRoot = transform.parent; // read global world variables from there.( CreateWorldC worldSetupScript = worldRoot.gameObject.GetComponent <CreateWorldC>(); size = worldSetupScript.size; axisMin = worldSetupScript.axisMin; axisMax = worldSetupScript.axisMax; multiplier = axisMax / size; axisRange = axisMax - axisMin; if (axisRange == 0) { axisRange = 1; } size2 = size * size; geometry = new Mesh(); GetComponent <MeshFilter>().mesh = geometry; lineRenderer = Camera.main.transform.GetComponent <LineRenderer>(); // lets generate the terrain, using perlinnoise InitChunkPerlin(); UpdateChunk(); }
private Vector3 border; // where this comes from? void Start() { multiplier = axisMax / size; size2 = size * size; border = new Vector3(size - 1, size - 1, size - 1); // get world root // read global world variables from there CreateWorldC worldSetupScript = worldRoot.gameObject.GetComponent <CreateWorldC>(); size = worldSetupScript.size; axisMin = worldSetupScript.axisMin; axisMax = worldSetupScript.axisMax; multiplier = axisMax / size; // axisRange = worldSetupScript.size; size2 = size * size; border = new Vector3(size - 1, size - 1, size - 1); lineRenderer = Camera.main.transform.GetComponent <LineRenderer>(); }