void Start() { _utils = new TerrainHeight(); _terrain = GetComponent <Terrain>(); _resolutionX = _terrain.terrainData.heightmapWidth; _resolutionZ = _terrain.terrainData.heightmapHeight; _heights = _terrain.terrainData.GetHeights(0, 0, _resolutionX, _resolutionZ); ResetHeight(); ResetColor(); //StartCoroutine(ChangeHeight()); }
public void ConfigChunkData() { sideLength = setting.MapSideLength; chunkSize = setting.ChunkSize; chunks = new MapChunk[setting.mapDimension, setting.mapDimension]; TerrainHeight.Noise(ref noiseHeights, setting.MapSideVertices, setting.seed, setting.octaves, setting.persistance, setting.lacunarity, setting.noiseScale, setting.offset); for (int x = 0; x < setting.mapDimension; x++) { for (int y = 0; y < setting.mapDimension; y++) { Vector2Int offset = new Vector2Int(x * setting.chunkMesh, y * setting.chunkMesh); TerrainHeight.Evaluate(out float[,] chunkHeights, ref noiseHeights, offset, setting.ChunkVertices, setting.mapScale, setting.mapHeight, setting.heightCurve); chunks[x, y] = new MapChunk(chunkHeights, setting.chunkMesh, offset, setting.mapScale); } } }
public void FourthTest() { Generator gen = new Generator(); float[,] noise = Noise.GenerateNoiseMap(gen.seed, gen.worldWidth, gen.worldHeight, gen.noiseScale, gen.octaves, gen.persistance, gen.lacunarity, gen.offset, gen.terrainMask, gen.terrainMaskStrenght); TerrainHeight terrainHeight = new TerrainHeight(); gen.heightRules.Add(terrainHeight); BiomeObject biomeObject = ScriptableObject.CreateInstance <BiomeObject>(); gen.biomeObjects.Add(biomeObject); TerrainTemp terrainTemp = new TerrainTemp(); gen.temperatureRules.Add(terrainTemp); gen.GenerateTerrain(); Assert.That(gen.biomeLayer != null, Is.EqualTo(true)); }
/// <summary> /// Used for basic initialization /// </summary> public void Initialize(Node left, Node right, Node down, Node up, int y, int x, TerrainHeight height) { this.up = up; this.right = right; this.down = down; this.left = left; this.height = height; this.y = y; this.x = x; myCharacter = null; }
public Node() { up = null; right = null; down = null; left = null; this.height = TerrainHeight.Unassigned; this.myCharacter = null; }