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										98
									
								
								Game/Assembly-CSharp-vs.csproj
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										98
									
								
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										Normal file
									
								
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										97
									
								
								Game/Assembly-CSharp.csproj
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										97
									
								
								Game/Assembly-CSharp.csproj
									
									
									
									
									
										Normal file
									
								
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										Normal file
									
								
							
							
						
						
									
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								Game/Assets/Data/Biomes/Grassland.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										5
									
								
								Game/Assets/Data/Biomes/Grassland.meta
									
									
									
									
									
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								Game/Assets/Data/Biomes/Grassland/Grassland.xml.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										4
									
								
								Game/Assets/Data/Biomes/Grassland/Grassland.xml.meta
									
									
									
									
									
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										Normal file
									
								
							
							
						
						
									
										5
									
								
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										Normal file
									
								
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										4
									
								
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								Game/Assets/Scripts/Business.meta
									
									
									
									
									
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								Game/Assets/Scripts/Business.meta
									
									
									
									
									
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@@ -1,54 +1,54 @@
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using System.IO;
 | 
			
		||||
using System.Linq;
 | 
			
		||||
using System.Text;
 | 
			
		||||
using System.Xml.Serialization;
 | 
			
		||||
using TransportGame.Model;
 | 
			
		||||
using TransportGame.Utils;
 | 
			
		||||
 | 
			
		||||
namespace TransportGame.Business
 | 
			
		||||
{
 | 
			
		||||
    public static class BiomeManager
 | 
			
		||||
    {
 | 
			
		||||
        private static List<Biome> biomes = new List<Biome>();
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets all the loaded biomes
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public static IEnumerable<Biome> Biomes
 | 
			
		||||
        {
 | 
			
		||||
            get
 | 
			
		||||
            {
 | 
			
		||||
                return biomes;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Loads the biomes from the Biome directory.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public static void LoadBiomes()
 | 
			
		||||
        {
 | 
			
		||||
            foreach (var file in Directory.GetFiles(ConfigurationManager.BiomeDirectory, "*.xml", SearchOption.AllDirectories))
 | 
			
		||||
            {
 | 
			
		||||
                try
 | 
			
		||||
                {
 | 
			
		||||
                    // Open file
 | 
			
		||||
                    var stream = File.OpenRead(file);
 | 
			
		||||
 | 
			
		||||
                    // Try to deserialize biome
 | 
			
		||||
                    XmlSerializer serializer = new XmlSerializer(typeof(Biome));
 | 
			
		||||
                    var biome = (Biome)serializer.Deserialize(stream);
 | 
			
		||||
 | 
			
		||||
                    // Add it to biome list
 | 
			
		||||
                    biomes.Add(biome);
 | 
			
		||||
                    Logger.Info("Loaded biome '{0}' from file '{1}'.", biome.Name, file);
 | 
			
		||||
                }
 | 
			
		||||
                catch (Exception ex)
 | 
			
		||||
                {
 | 
			
		||||
                    Logger.Exception(ex);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using System.IO;
 | 
			
		||||
using System.Linq;
 | 
			
		||||
using System.Text;
 | 
			
		||||
using System.Xml.Serialization;
 | 
			
		||||
using TransportGame.Model;
 | 
			
		||||
using TransportGame.Utils;
 | 
			
		||||
 | 
			
		||||
namespace TransportGame.Business
 | 
			
		||||
{
 | 
			
		||||
    public static class BiomeManager
 | 
			
		||||
    {
 | 
			
		||||
        private static List<Biome> biomes = new List<Biome>();
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets all the loaded biomes
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public static IEnumerable<Biome> Biomes
 | 
			
		||||
        {
 | 
			
		||||
            get
 | 
			
		||||
            {
 | 
			
		||||
                return biomes;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Loads the biomes from the Biome directory.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public static void LoadBiomes()
 | 
			
		||||
        {
 | 
			
		||||
            foreach (var file in Directory.GetFiles(ConfigurationManager.BiomeDirectory, "*.xml", SearchOption.AllDirectories))
 | 
			
		||||
            {
 | 
			
		||||
                try
 | 
			
		||||
                {
 | 
			
		||||
                    // Open file
 | 
			
		||||
                    var stream = File.OpenRead(file);
 | 
			
		||||
 | 
			
		||||
                    // Try to deserialize biome
 | 
			
		||||
                    XmlSerializer serializer = new XmlSerializer(typeof(Biome));
 | 
			
		||||
                    var biome = (Biome)serializer.Deserialize(stream);
 | 
			
		||||
 | 
			
		||||
                    // Add it to biome list
 | 
			
		||||
                    biomes.Add(biome);
 | 
			
		||||
                    Logger.Info("Loaded biome '{0}' from file '{1}'.", biome.Name, file);
 | 
			
		||||
                }
 | 
			
		||||
                catch (Exception ex)
 | 
			
		||||
                {
 | 
			
		||||
                    Logger.Exception(ex);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										8
									
								
								Game/Assets/Scripts/Business/BiomeManager.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Game/Assets/Scripts/Business/BiomeManager.cs.meta
									
									
									
									
									
										Normal file
									
								
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								Game/Assets/Scripts/Generator.meta
									
									
									
									
									
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								Game/Assets/Scripts/Generator/TerrainGenerator.cs.meta
									
									
									
									
									
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										8
									
								
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										Normal file
									
								
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										8
									
								
								Game/Assets/Scripts/Model/Biome.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Game/Assets/Scripts/Model/Biome.cs.meta
									
									
									
									
									
										Normal file
									
								
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										8
									
								
								Game/Assets/Scripts/Model/Map.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Game/Assets/Scripts/Model/Map.cs.meta
									
									
									
									
									
										Normal file
									
								
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										5
									
								
								Game/Assets/Scripts/Noise.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										5
									
								
								Game/Assets/Scripts/Noise.meta
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,5 @@
 | 
			
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@@ -1,137 +1,137 @@
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using System.Linq;
 | 
			
		||||
using System.Text;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using TransportGame.Utils;
 | 
			
		||||
 | 
			
		||||
namespace TransportGame.Noise
 | 
			
		||||
{
 | 
			
		||||
    public abstract class NoiseGenerator
 | 
			
		||||
    {
 | 
			
		||||
        public float Scale { get; set; }
 | 
			
		||||
        public float Low { get; set; }
 | 
			
		||||
        public float High { get; set; }
 | 
			
		||||
        public float NonLinearPower { get; set; }
 | 
			
		||||
        public int Octaves { get; set; }
 | 
			
		||||
        public float Persistence { get; set; }
 | 
			
		||||
 | 
			
		||||
        private float seedX, seedY;
 | 
			
		||||
 | 
			
		||||
        public NoiseGenerator()
 | 
			
		||||
        {
 | 
			
		||||
            System.Random random = new System.Random();
 | 
			
		||||
            seedX = random.NextSingle(-10000f, 10000f);
 | 
			
		||||
            seedY = random.NextSingle(-10000f, 10000f);
 | 
			
		||||
            
 | 
			
		||||
            Scale = 1f;
 | 
			
		||||
            Low = -1f;
 | 
			
		||||
            High = 1f;
 | 
			
		||||
            NonLinearPower = 1f;
 | 
			
		||||
            Octaves = 1;
 | 
			
		||||
            Persistence = .5f;
 | 
			
		||||
        }
 | 
			
		||||
        
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Produces noise in the [-1,1] interval
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="x"></param>
 | 
			
		||||
        /// <param name="y"></param>
 | 
			
		||||
        /// <returns></returns>
 | 
			
		||||
        protected abstract float GenerateNoise(float x, float y);
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Generates noise
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="x">X coordinate</param>
 | 
			
		||||
        /// <param name="y">Y coordinate</param>
 | 
			
		||||
        /// <param name="low">Minimum value</param>
 | 
			
		||||
        /// <param name="high">Maximum value</param>
 | 
			
		||||
        /// <param name="scale">Scale</param>
 | 
			
		||||
        /// <param name="octaves">Number of octaves (layers)</param>
 | 
			
		||||
        /// <param name="persistence">Persistence (impact of each layer)</param>
 | 
			
		||||
        /// <param name="nonLinearPower">Non-linearity</param>
 | 
			
		||||
        /// <returns>Noise</returns>
 | 
			
		||||
        public float Generate(float x, float y, float low, float high, float scale, int octaves, float persistence, float nonLinearPower)
 | 
			
		||||
        {
 | 
			
		||||
            float value = 0;
 | 
			
		||||
            int freq = 1;
 | 
			
		||||
            float amp = 1;
 | 
			
		||||
            float maxAmp = 0;
 | 
			
		||||
 | 
			
		||||
            for (int i = 0; i < octaves; ++i)
 | 
			
		||||
            {
 | 
			
		||||
                value += GenerateNoise(seedX + freq * scale * x, seedY + freq * scale * y) * amp;
 | 
			
		||||
                maxAmp += amp;
 | 
			
		||||
                amp *= persistence;
 | 
			
		||||
                freq *= 2;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Bring to [0,1]
 | 
			
		||||
            value = (value / maxAmp) / 2f + .5f;
 | 
			
		||||
 | 
			
		||||
            // Raise to non-linear power
 | 
			
		||||
            value = Mathf.Pow(value, nonLinearPower);
 | 
			
		||||
 | 
			
		||||
            // Bring to required interval
 | 
			
		||||
            value = value * (high - low) + low;
 | 
			
		||||
 | 
			
		||||
            // Done
 | 
			
		||||
            return value;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Generates noise
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="x">X coordinate</param>
 | 
			
		||||
        /// <param name="y">Y coordinate</param>
 | 
			
		||||
        /// <param name="low">Minimum value</param>
 | 
			
		||||
        /// <param name="high">Maximum value</param>
 | 
			
		||||
        /// <param name="scale">Scale</param>
 | 
			
		||||
        /// <param name="octaves">Number of octaves (layers)</param>
 | 
			
		||||
        /// <param name="persistence">Persistence (impact of each layer)</param>
 | 
			
		||||
        /// <returns>Noise</returns>
 | 
			
		||||
        public float Generate(float x, float y, float low, float high, float scale, int octaves, float persistence)
 | 
			
		||||
        {
 | 
			
		||||
            return Generate(x, y, low, high, scale, octaves, persistence, NonLinearPower);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Generates noise
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="x">X coordinate</param>
 | 
			
		||||
        /// <param name="y">Y coordinate</param>
 | 
			
		||||
        /// <param name="low">Minimum value</param>
 | 
			
		||||
        /// <param name="high">Maximum value</param>
 | 
			
		||||
        /// <param name="scale">Scale</param>
 | 
			
		||||
        /// <returns>Noise</returns>
 | 
			
		||||
        public float Generate(float x, float y, float low, float high, float scale)
 | 
			
		||||
        {
 | 
			
		||||
            return Generate(x, y, low, high, scale, Octaves, Persistence, NonLinearPower);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Generates noise
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="x">X coordinate</param>
 | 
			
		||||
        /// <param name="y">Y coordinate</param>
 | 
			
		||||
        /// <param name="low">Minimum value</param>
 | 
			
		||||
        /// <param name="high">Maximum value</param>
 | 
			
		||||
        /// <returns>Noise</returns>
 | 
			
		||||
        public float Generate(float x, float y, float low, float high)
 | 
			
		||||
        {
 | 
			
		||||
            return Generate(x, y, low, high, Scale, Octaves, Persistence, NonLinearPower);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Generates noise
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="x">X coordinate</param>
 | 
			
		||||
        /// <param name="y">Y coordinate</param>
 | 
			
		||||
        /// <returns>Noise</returns>
 | 
			
		||||
        public float Generate(float x, float y)
 | 
			
		||||
        {
 | 
			
		||||
            return Generate(x, y, Low, High, Scale, Octaves, Persistence, NonLinearPower);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using System.Linq;
 | 
			
		||||
using System.Text;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using TransportGame.Utils;
 | 
			
		||||
 | 
			
		||||
namespace TransportGame.Noise
 | 
			
		||||
{
 | 
			
		||||
    public abstract class NoiseGenerator
 | 
			
		||||
    {
 | 
			
		||||
        public float Scale { get; set; }
 | 
			
		||||
        public float Low { get; set; }
 | 
			
		||||
        public float High { get; set; }
 | 
			
		||||
        public float NonLinearPower { get; set; }
 | 
			
		||||
        public int Octaves { get; set; }
 | 
			
		||||
        public float Persistence { get; set; }
 | 
			
		||||
 | 
			
		||||
        private float seedX, seedY;
 | 
			
		||||
 | 
			
		||||
        public NoiseGenerator()
 | 
			
		||||
        {
 | 
			
		||||
            System.Random random = new System.Random();
 | 
			
		||||
            seedX = random.NextSingle(-10000f, 10000f);
 | 
			
		||||
            seedY = random.NextSingle(-10000f, 10000f);
 | 
			
		||||
            
 | 
			
		||||
            Scale = 1f;
 | 
			
		||||
            Low = -1f;
 | 
			
		||||
            High = 1f;
 | 
			
		||||
            NonLinearPower = 1f;
 | 
			
		||||
            Octaves = 1;
 | 
			
		||||
            Persistence = .5f;
 | 
			
		||||
        }
 | 
			
		||||
        
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Produces noise in the [-1,1] interval
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="x"></param>
 | 
			
		||||
        /// <param name="y"></param>
 | 
			
		||||
        /// <returns></returns>
 | 
			
		||||
        protected abstract float GenerateNoise(float x, float y);
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Generates noise
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="x">X coordinate</param>
 | 
			
		||||
        /// <param name="y">Y coordinate</param>
 | 
			
		||||
        /// <param name="low">Minimum value</param>
 | 
			
		||||
        /// <param name="high">Maximum value</param>
 | 
			
		||||
        /// <param name="scale">Scale</param>
 | 
			
		||||
        /// <param name="octaves">Number of octaves (layers)</param>
 | 
			
		||||
        /// <param name="persistence">Persistence (impact of each layer)</param>
 | 
			
		||||
        /// <param name="nonLinearPower">Non-linearity</param>
 | 
			
		||||
        /// <returns>Noise</returns>
 | 
			
		||||
        public float Generate(float x, float y, float low, float high, float scale, int octaves, float persistence, float nonLinearPower)
 | 
			
		||||
        {
 | 
			
		||||
            float value = 0;
 | 
			
		||||
            int freq = 1;
 | 
			
		||||
            float amp = 1;
 | 
			
		||||
            float maxAmp = 0;
 | 
			
		||||
 | 
			
		||||
            for (int i = 0; i < octaves; ++i)
 | 
			
		||||
            {
 | 
			
		||||
                value += GenerateNoise(seedX + freq * scale * x, seedY + freq * scale * y) * amp;
 | 
			
		||||
                maxAmp += amp;
 | 
			
		||||
                amp *= persistence;
 | 
			
		||||
                freq *= 2;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Bring to [0,1]
 | 
			
		||||
            value = (value / maxAmp) / 2f + .5f;
 | 
			
		||||
 | 
			
		||||
            // Raise to non-linear power
 | 
			
		||||
            value = Mathf.Pow(value, nonLinearPower);
 | 
			
		||||
 | 
			
		||||
            // Bring to required interval
 | 
			
		||||
            value = value * (high - low) + low;
 | 
			
		||||
 | 
			
		||||
            // Done
 | 
			
		||||
            return value;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Generates noise
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="x">X coordinate</param>
 | 
			
		||||
        /// <param name="y">Y coordinate</param>
 | 
			
		||||
        /// <param name="low">Minimum value</param>
 | 
			
		||||
        /// <param name="high">Maximum value</param>
 | 
			
		||||
        /// <param name="scale">Scale</param>
 | 
			
		||||
        /// <param name="octaves">Number of octaves (layers)</param>
 | 
			
		||||
        /// <param name="persistence">Persistence (impact of each layer)</param>
 | 
			
		||||
        /// <returns>Noise</returns>
 | 
			
		||||
        public float Generate(float x, float y, float low, float high, float scale, int octaves, float persistence)
 | 
			
		||||
        {
 | 
			
		||||
            return Generate(x, y, low, high, scale, octaves, persistence, NonLinearPower);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Generates noise
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="x">X coordinate</param>
 | 
			
		||||
        /// <param name="y">Y coordinate</param>
 | 
			
		||||
        /// <param name="low">Minimum value</param>
 | 
			
		||||
        /// <param name="high">Maximum value</param>
 | 
			
		||||
        /// <param name="scale">Scale</param>
 | 
			
		||||
        /// <returns>Noise</returns>
 | 
			
		||||
        public float Generate(float x, float y, float low, float high, float scale)
 | 
			
		||||
        {
 | 
			
		||||
            return Generate(x, y, low, high, scale, Octaves, Persistence, NonLinearPower);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Generates noise
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="x">X coordinate</param>
 | 
			
		||||
        /// <param name="y">Y coordinate</param>
 | 
			
		||||
        /// <param name="low">Minimum value</param>
 | 
			
		||||
        /// <param name="high">Maximum value</param>
 | 
			
		||||
        /// <returns>Noise</returns>
 | 
			
		||||
        public float Generate(float x, float y, float low, float high)
 | 
			
		||||
        {
 | 
			
		||||
            return Generate(x, y, low, high, Scale, Octaves, Persistence, NonLinearPower);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Generates noise
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="x">X coordinate</param>
 | 
			
		||||
        /// <param name="y">Y coordinate</param>
 | 
			
		||||
        /// <returns>Noise</returns>
 | 
			
		||||
        public float Generate(float x, float y)
 | 
			
		||||
        {
 | 
			
		||||
            return Generate(x, y, Low, High, Scale, Octaves, Persistence, NonLinearPower);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										8
									
								
								Game/Assets/Scripts/Noise/NoiseGenerator.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Game/Assets/Scripts/Noise/NoiseGenerator.cs.meta
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,8 @@
 | 
			
		||||
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 | 
			
		||||
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@@ -1,16 +1,16 @@
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using System.Linq;
 | 
			
		||||
using System.Text;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
namespace TransportGame.Noise
 | 
			
		||||
{
 | 
			
		||||
    public class PerlinNoiseGenerator : NoiseGenerator
 | 
			
		||||
    {
 | 
			
		||||
        protected override float GenerateNoise(float x, float y)
 | 
			
		||||
        {
 | 
			
		||||
            return Mathf.PerlinNoise(x, y) * 2 - 1.0f;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using System.Linq;
 | 
			
		||||
using System.Text;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
namespace TransportGame.Noise
 | 
			
		||||
{
 | 
			
		||||
    public class PerlinNoiseGenerator : NoiseGenerator
 | 
			
		||||
    {
 | 
			
		||||
        protected override float GenerateNoise(float x, float y)
 | 
			
		||||
        {
 | 
			
		||||
            return Mathf.PerlinNoise(x, y) * 2 - 1.0f;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										8
									
								
								Game/Assets/Scripts/Noise/PerlinNoiseGenerator.cs.meta
									
									
									
									
									
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										8
									
								
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										8
									
								
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										8
									
								
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										8
									
								
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										8
									
								
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										8
									
								
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	Block a user