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TerrainGeneratorCourseApied.cs
TerrainGeneratorCourseApied.cs 1.44 KiB
using UnityEngine;
public class TerrainGeneratorCourseApied : MonoBehaviour
{
public int depth = 20;
public int width = 256;
public int height = 256;
public float scale = 20f;
public float offsetX = 100f;
public float offsetY = 100f;
void Start()
{
offsetX = Random.Range(0f, 9999f);
offsetY = Random.Range(0f, 9999f);
}
void Update()
{
Terrain terrain = GetComponent<Terrain>();
terrain.terrainData = GenerateTerrain(terrain.terrainData);
}
TerrainData GenerateTerrain(TerrainData terrainData)
{
terrainData.heightmapResolution = width + 1;
terrainData.size = new Vector3(width, depth, height);
terrainData.SetHeights(0, 0, GenerateHeights());
offsetX += Time.deltaTime * 5f;
return terrainData;
}
float[,] GenerateHeights()
{
float[,] heights = new float[width, height];
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y ++)
{
heights[x, y] = CalculateHeight(x, y);
}
}
return heights;
}
float CalculateHeight(int x, int y)
{
float xCoord = (float)x / width * scale + offsetX;
float yCoord = (float)y / height * scale + offsetY;
return Mathf.PerlinNoise(xCoord, yCoord);
}
}