Fixed content generation, cleaned up project, v1.2.0
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@@ -15,35 +15,41 @@ public class NoiseGenerator
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Color32 low;
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Color32 high;
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int chance = rand.Next(1, 101);
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string tiletype = "";
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if (chance > 85 && chance <= 100)
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{
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samples = calculateSamplesForest(tile);
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low = new Color32(0, 150, 0, 255);
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high = new Color32(0, 110, 20, 255);
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tiletype = "Forest";
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}
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else if (chance > 70 && chance <= 85)
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{
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samples = calculateSamplesMountain(tile);
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low = new Color32(0, 150, 0, 255);
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high = new Color32(140, 140, 140, 255);
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tiletype = "Mountain";
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}
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else if (chance > 55 && chance <= 70)
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{
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samples = calculateSamplesLake(tile);
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low = new Color32(30, 110, 190, 255);
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high = new Color32(0, 150, 0, 255);
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tiletype = "Lake";
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}
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else if (chance > 40 && chance <= 55)
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{
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samples = calculateSamplesRiver(tile);
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low = new Color32(30, 160, 190, 255);
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high = new Color32(0, 150, 0, 255);
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tiletype = "River";
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}
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else
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{
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samples = calculateSamplesPlane(tile);
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low = new Color32(0, 150, 0, 255);
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high = new Color32(0, 185, 0, 255);
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tiletype = "Plane";
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}
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float lowestValue = 10;
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@@ -74,6 +80,7 @@ public class NoiseGenerator
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vertices[i].y = samples[i] * 3;
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}
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applyMesh(tile, vertices, mesh, colors);
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tile.GetComponent<Tile>().setType(tiletype);
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}
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private void resetMesh(GameObject tile)
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