private void Awake()
 {
     m_NoiseMapGeneration = new NoiseMapGeneration();
     m_Renderer           = GetComponent <MeshRenderer>();
     m_MeshFilter         = GetComponent <MeshFilter>();
     m_Collider           = GetComponent <MeshCollider>();
 }
Exemplo n.º 2
0
    // Start is called before the first frame update
    void Start()
    {
        m_NoiseMapGeneration = gameObject.GetComponent <NoiseMapGeneration>();
        m_TileRenderer       = gameObject.GetComponent <MeshRenderer>();
        m_MeshFilter         = gameObject.GetComponent <MeshFilter>();
        m_MeshCollider       = gameObject.GetComponent <MeshCollider>();

        //m_VisualizationMode = gameObject.GetComponent<LevelGeneration>().GetVisualizationMode();

        GenerateTile(1f, 11f);
    }
Exemplo n.º 3
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    public void check_nosie_normalization()
    {
        NoiseMapGeneration noisemap_gen = new NoiseMapGeneration();

        if (noisemap_gen.noise < 0)
        {
            Debug.Log("Normalized noise value less than 0");
        }
        if (noisemap_gen.noise > 1)
        {
            Debug.Log("Normalized noise value greater than 1");
        }
    }
Exemplo n.º 4
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    void SetHeight()
    {
        //float[,] noise = NoiseMapGeneration.GenerateNoiseMap(numFaces.x + 1, numFaces.y + 1, 0, 0, noiseProfile);

        int idx = 0;

        for (int y = 0; y <= numFaces.y; y++)
        {
            for (int x = 0; x <= numFaces.x; x++)
            {
                float baseHeight    = baseHeightMult * NoiseMapGeneration.Evaluate((float)x / numFaces.x * size.x, (float)y / numFaces.y * size.y, baseNoise);
                float creviceHeight = creviceHeightMult * NoiseMapGeneration.Evaluate((float)x / numFaces.x * size.x, (float)y / numFaces.y * size.y, creviceNoise);
                vertices[idx].y = baseHeight - creviceHeight;
                ++idx;
            }
        }
    }