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); }
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; }