Added rivers and lakes, fixed generation, fixed map colors, v.1.2.0
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@@ -40,6 +40,30 @@ public class NoiseGenerator
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applyMesh(tile, vertices, mesh);
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}
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public void applyRiverTileNoise(GameObject tile)
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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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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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}
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applyMesh(tile, vertices, mesh);
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}
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public void applyLakeTileNoise(GameObject tile)
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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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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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}
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applyMesh(tile, vertices, mesh);
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}
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public void applyCityTileNoise(GameObject tile)
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{
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//Currently no noise. (Objects floating)
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