private void AddTrees()
        {
            // Add a child object to the chunk to store trees in.
            // And to hold the ChunkTreesGenerator component
            GameObject TreeHolderObj = new GameObject();

            TreeHolderObj.name             = "TreesAssets";
            TreeHolderObj.transform.parent = this.Terrain.transform;
            // Add reference to the ChunkTreeGenerator component to this terrainchunk
            // so other components can access it easily
            TreesComponent             = TreeHolderObj.AddComponent <ChunkTreeGenerator>();
            TreesComponent.ParentChunk = this;
            TreesComponent.Generate();
        }
 private void Awake()
 {
     if (ChunkTreeGenerator.AssetPrefabs == null)
     {
         ChunkTreeGenerator.LoadPrefabs();
     }
     this.GameController = GameController.GetSharedInstance();
     this.PlacedAssets   = new List <GameObject>();
     this.sampler        = new PoissonDiscSampler();
     this.sparseMask     = new Perlin()
     {
         OctaveCount = 8,
         Frequency   = 1.7,
         Persistence = 0.6
     };
 }