public void GenerateTerrainData() { // Create noise map noiseMap = Noise.GenerateNoiseMap(new Vector2Int(textureSize, textureSize), 0, 300, 1, 0.5f, 1, Vector2.zero); // Create color map colorMap = new Color[noiseMap.Length]; for (int y = 0; y < textureSize; y++) { for (int x = 0; x < textureSize; x++) { if (x * y > noiseMap.Length) { Debug.Log(x + " * " + y + " = " + (x * y)); } colorMap[y * textureSize + x] = new Color(noiseMap[x, y], 0f, 0f); } } if (bottomLeft != null) { bottomLeft.GenerateTerrainData(); } if (bottomRight != null) { bottomRight.GenerateTerrainData(); } if (topLeft != null) { topLeft.GenerateTerrainData(); } if (topRight != null) { topRight.GenerateTerrainData(); } }
private void CreateTerrainData() { root.GenerateTerrainData(); }