Reworked lake noisemap, added new tile concept, v1.2.0
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@@ -8,7 +8,7 @@ public class NoiseGenerator
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{
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Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
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Vector3[] vertices = mesh.vertices;
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float[] samples = calculateSamples(tile);
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float[] samples = calculateSamples(tile, 0.5f);
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for (int i = 0; i < samples.Length; i++)
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{
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vertices[i].y = samples[i] * 5;
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@@ -20,7 +20,7 @@ public class NoiseGenerator
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{
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Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
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Vector3[] vertices = mesh.vertices;
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float[] samples = calculateSamples(tile);
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float[] samples = calculateSamples(tile, 0.5f);
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for (int i = 0; i < samples.Length; i++)
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{
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vertices[i].y = samples[i] * 10;
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@@ -32,7 +32,7 @@ public class NoiseGenerator
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{
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Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
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Vector3[] vertices = mesh.vertices;
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float[] samples = calculateSamples(tile);
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float[] samples = calculateSamples(tile, 0.5f);
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for (int i = 0; i < samples.Length; i++)
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{
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vertices[i].y = samples[i] * 7.5f;
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@@ -44,7 +44,7 @@ public class NoiseGenerator
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{
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Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
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Vector3[] vertices = mesh.vertices;
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float[] samples = calculateSamples(tile);
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float[] samples = calculateSamples(tile, 0.5f);
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for (int i = 0; i < samples.Length; i++)
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{
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vertices[i].y = samples[i] * 7.5f;
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@@ -56,10 +56,10 @@ public class NoiseGenerator
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{
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Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
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Vector3[] vertices = mesh.vertices;
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float[] samples = calculateSamples(tile);
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float[] samples = calculateSamples(tile, 1.5f);
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for (int i = 0; i < samples.Length; i++)
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{
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vertices[i].y = samples[i] * 7.5f;
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vertices[i].y = samples[i] * 2;
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}
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applyMesh(tile, vertices, mesh);
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}
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@@ -69,7 +69,7 @@ public class NoiseGenerator
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//Currently no noise. (Objects floating)
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}
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private float[] calculateSamples(GameObject tile)
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private float[] calculateSamples(GameObject tile, float modifier)
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{
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Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
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Vector3[] vertices = mesh.vertices;
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@@ -80,7 +80,7 @@ public class NoiseGenerator
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{
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float xCord = tile.GetComponent<Tile>().getPosition().x + vertices[i].x / (vertices.Length - 1) * 10;
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float yCord = tile.GetComponent<Tile>().getPosition().z + vertices[i].z / (vertices.Length - 1) * 10;
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float sample = Mathf.PerlinNoise(xCord, yCord) - 0.5f;
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float sample = Mathf.PerlinNoise(xCord, yCord) - modifier;
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samples[i] = sample;
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}
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}
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