void Update() { WorldPointContinents.Clear(); foreach (GameObject go in gos) { Destroy(go); } for (int x = 0; x < Width; x++) { for (int y = 0; y < Height; y++) { WorldPointContinents.Add(new Vector2(x, y), new WorldPointContinent(new Vector2(x, y))); } } CreateContinents(); Dictionary <Vector2, float> md = MantleData.GetData(0, octaves, lac, pers, multi, Height, Width, zoom);; foreach (Continent c in Continents) { foreach (ContinentPoint cp in c.Points.Values) { WorldPointContinent wp = c.ContinentPointToWorldPoint(cp, this); float val = md[wp.Pos]; if (val < 0.12f) { cp.height = 0; } else if (val < 0.25f) { cp.height = 1; } else if (val < 0.37f) { cp.height = 2; } else if (val < 0.5f) { cp.height = 3; } else if (val < 0.62f) { cp.height = 4; } else if (val < 0.75f) { cp.height = 5; } else if (val < 0.87f) { cp.height = 6; } else { cp.height = 8; } } } ColorMap(); }
// Start is called before the first frame update void Start() { md = new MantleData(); bool booleanCheck = new Vector2(0, 1) == new Vector2(0, 1); for (int x = 0; x < 100; x++) { for (int y = 0; y < 100; y++) { WorldPoints.Add(new Vector2(x, y), new WorldPoint(new Vector2(x, y))); } } CreateVoronoi(); }