public TerrainChunk(TERRAIN.ETerrain _terrain, Vector3 _center, Vector2 _size, HexTileMapGenerator_V2 _mapGenerator) { terrain = _terrain; terrainData = TerrainData.GetTerrainData(_terrain); center = _center; size = _size; mapGenerator = _mapGenerator; }
public void InitMap(int _tileCountX, int _tileCountY, int _tileCountZ, HexTileMapGenerator_V2 _mapGenerator) { chunkTileCountX = _tileCountX; chunkTileCountY = _tileCountY; chunkTileCountZ = _tileCountZ; mapGenerator = _mapGenerator; planetData = _mapGenerator.GetPlanetData(); InitChunks(); }
public MapChunk(Map _map, Vector3 _center, int _tileCountX, int _tileCountY, int _tileCountZ) { map = _map; center = _center; tileCountX = _tileCountX; tileCountY = _tileCountY; tileCountZ = _tileCountZ; planetData = _map.GetPlanetData(); mapGenerator = _map.GetMapGenerator(); seedOffset = mapGenerator.GetSeed().GetWorldOffset(); cs_CalculateTileHeights = Resources.Load <ComputeShader>("Shaders/cs_CalculateTileHeights"); cs_CalculateTileSmoothnesses = Resources.Load <ComputeShader>("Shaders/cs_CalculateTileSmoothnesses"); }