public override void Process(uint seed) { T[] topologyMap = TerrainMeta.TopologyMap.dst; int num = TerrainMeta.TopologyMap.res; Vector3 position = TerrainMeta.Position; Vector3 size = TerrainMeta.Size; float lootAxisAngle = TerrainMeta.LootAxisAngle; float biomeAxisAngle = TerrainMeta.BiomeAxisAngle; short[] heightMap = TerrainMeta.HeightMap.src; int heightMap1 = TerrainMeta.HeightMap.res; byte[] biomeMap = TerrainMeta.BiomeMap.src; int biomeMap1 = TerrainMeta.BiomeMap.res; GenerateTopology.Native_GenerateTopology(topologyMap, num, position, size, seed, lootAxisAngle, biomeAxisAngle, heightMap, heightMap1, biomeMap, biomeMap1); }