Added hud buttons, fixed river generation, v1.2.0
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@@ -155,7 +155,43 @@ public class NoiseGenerator
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private float[] calculateSamplesRiver(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 = calculateBasicSamples(tile);
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bool isVertical = (rand.Next(0,2) == 0 ? true : false);
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int startX = 0;
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int startZ = 0;
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if (isVertical)
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{
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startZ = (rand.Next(0, 2) == 0 ? 4 : -4);
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startX = rand.Next(-4, 5);
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}
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else
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{
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startZ = rand.Next(-4, 5);
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startX = (rand.Next(0, 2) == 0 ? 4 : -4);
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}
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for (int k = 0; k < vertices.Length; k++)
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{
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if (isVertical)
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{
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if (Mathf.Round(vertices[k].x) == startX && Mathf.Round(vertices[k].z) != 5 && Mathf.Round(vertices[k].z) != -5)
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{
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samples[k] = samples[k] - rand.Next(2, 4) + 0.5f;
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}
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}
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else
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{
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if (Mathf.Round(vertices[k].x) != 5 && Mathf.Round(vertices[k].x) != -5 && Mathf.Round(vertices[k].z) == startZ)
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{
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samples[k] = samples[k] - rand.Next(2, 4) + 0.5f;
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}
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}
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}
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Debug.Log("River");
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return samples;
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}
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