using System.IO.IsolatedStorage; using UnityEngine; public static class Noise { public static float[,] GenerateNoiseMap(int mapWidth, int mapHeight, int seed, float scale, int octaves, float persistance, float lacunarity, Vector2 offset) { float[,] noiseMap = new float[mapWidth, mapHeight]; System.Random prng = new System.Random(seed); Vector2[] octaveOffsets = new Vector2[octaves]; for(int i = 0; i < octaves; i++) { float offsetX = prng.Next(-100000, 100000) + offset.x; float offsetY = prng.Next(-100000, 100000) + offset.y; octaveOffsets[i] = new Vector2(offsetX, offsetY); } if(scale <= 0) { scale = 0.0001f; } float maxNoiseHeight = float.MinValue; float minNoiseHeight = float.MaxValue; float halfWidth = mapWidth / 2f; float halfHeight = mapHeight / 2f; for(int y = 0; y < mapHeight; y++) { for(int x = 0; x < mapWidth; x++) { float amplitude = 1; float frequency = 1; float noiseHeight = 0; for(int i = 0; i < octaves; i++) { float sampleX = (x-halfWidth) / scale * frequency + octaveOffsets[i].x; float sampleY = (y-halfHeight) / scale * frequency + octaveOffsets[i].y; float perlinValue = Mathf.PerlinNoise(sampleX, sampleY) * 2 - 1; noiseHeight += perlinValue * amplitude; amplitude *= persistance; frequency *= lacunarity; } if(noiseHeight > maxNoiseHeight) { maxNoiseHeight = noiseHeight; } else if(noiseHeight < minNoiseHeight) { minNoiseHeight = noiseHeight; } noiseMap[x, y] = noiseHeight; } } for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { noiseMap[x,y] = Mathf.InverseLerp(minNoiseHeight, maxNoiseHeight, noiseMap[x,y]); } } return noiseMap; } }