Пример #1
0
 public SimplexGenerator(float frequency, float persistence, int octaveCount, float amplitude)
 {
     this._persistence = persistence;
     //Less awkward frequencies for user
     this._frequency   = frequency / 100F;
     this._octaveCount = octaveCount;
     this._amplitude   = amplitude;
     _octaves          = new SimplexOctave[octaveCount];
     for (int i = 0; i < octaveCount; i++)
     {
         _octaves[i] = new SimplexOctave(Rul.RandInt());
     }
     _highestValue = SimplexNoiseAt(0, 0, true);
 }
Пример #2
0
    void Start()
    {
        // optimization: this is pretty ugly and probably reeeaaally heavy
        // maybe I should handle deterioration through one manager instead?

        StartQuality = 1;

                #if !UNITY_EDITOR_OSX
        StartQuality  = Rul.RandElement <float>(new float[] { 1f, 0.9f, 0.8f, 0.7f, 0.6f, 0.5f, 0.4f, 0.3f, 0.2f }, 0.9f, 0.05f, 0.025f);
        StartQuality -= Random.Range(0.001f, 0.009f);
                #endif

        _Current_ = StaticInfo.HP_Max * StartQuality;
    }