public void GenerateMap() { float[,] noiseMap = Noise.GenerateNoiseMap(_mapWidth, _mapHeight, _seed, _noiseScale, _octaves, _persistance, _lacunarity, _offset); Color[] colormap = SetColorMap(noiseMap); // Display if (_drawMode == DrawMode.NoiseMap) { _mapDisplay.DrawTexture(TextureGenerator.TextureFromHeightMap(noiseMap)); } else if (_drawMode == DrawMode.RegionColorMap) { _mapDisplay.DrawTexture(TextureGenerator.TextureFromColormap(colormap, _mapWidth, _mapHeight)); } else if (_drawMode == DrawMode.Mesh) { var meshData = MeshGenerator.GenerateTerrainMesh(noiseMap, _regions[0].height); _mapDisplay.DrawMesh(meshData, TextureGenerator.TextureFromColormap(colormap, _mapWidth, _mapHeight)); if (_generateObstacles) { ObstacleGenerator.GenerateObstacleMesh(meshData); } } else if (_drawMode == DrawMode.Mesh3D) { _mapDisplay.DrawMesh3D(MeshGenerator3D.GenerateTerrainMesh(noiseMap), TextureGenerator.TextureFromColormap(colormap, _mapWidth, _mapHeight)); } }
public void GenerateMap() { float[,] noiseMap = Noise.GenerateNoiseMap(_mapWidth, _mapHeight, _seed, _noiseScale, _octaves, _persistance, _lacunarity, _offset); Color[] colormap = SetColorMap(noiseMap); if (_waterDepth > DefaultHeight) { DefaultHeight += _waterDepth; } // Display var meshData = MeshGenerator.GenerateTerrainMesh(noiseMap, _regions[0].height, _yPosition, _waterDepth, DefaultHeight); _mapDisplay.DrawMesh(meshData, TextureGenerator.TextureFromColormap(colormap, _mapWidth, _mapHeight)); if (_generateObstacles) { ObstacleGenerator.GenerateObstacleMesh(meshData); } if (_grid != null) { _grid.StartPathfindGrid(); } }