public void ResetTerrain() { mapWidth = 100; mapHeight = 100; noiseScale = 25; octaves = 5; persistance = .5f; lacunarity = 2f; seed = defualtSeed; offset = defualtOffset; meshHeightMultiplier = 12f; Keyframe waterKeyFrame = new Keyframe(.352f, .127f); waterKeyFrame.outTangent = 0f; heightCurve.AddKey(waterKeyFrame); terrainGeneratorUI = FindObjectOfType <TerrainGeneratorUI>(); terrainGeneratorUI.noiseScaleSlider.value = noiseScale; terrainGeneratorUI.octavesSlider.value = octaves; terrainGeneratorUI.persistenceSlider.value = persistance; terrainGeneratorUI.lacunaritySlider.value = lacunarity; terrainGeneratorUI.seedSlider.value = seed; terrainGeneratorUI.offsetX.value = offset.x; terrainGeneratorUI.offsetY.value = offset.y; terrainGeneratorUI.heightMultiplierSlider.value = meshHeightMultiplier; animate = false; for (int i = 0; i < cubes.Count; i++) { if (cubes[i] != null) { Destroy(cubes[i]); } } GenerateTerrain(); }
private void Awake() { terrainGeneratorUI = FindObjectOfType <TerrainGeneratorUI>(); }