public void Update(GameTime timeSpend) { var playerChunk = _worldChunks.GetChunkFromChunkCoord(_playerEntityManager.ChunkPosition); var inChunkPosition = BlockHelper.GlobalToInternalChunkPosition(_playerEntityManager.Player.Position); var chunkColumnMeta = playerChunk.BlockData.GetColumnInfo(inChunkPosition.X, inChunkPosition.Z); //var c = GetChunk((int)PlayerManager.CameraWorldPosition.X, (int)PlayerManager.CameraWorldPosition.Z); ////From World Coord to Cube Array Coord //int arrayX = MathHelper.Mod((int)PlayerManager.CameraWorldPosition.X, AbstractChunk.ChunkSize.X); //int arrayZ = MathHelper.Mod((int)PlayerManager.CameraWorldPosition.Z, AbstractChunk.ChunkSize.Z); //var columnInfo = c.BlockData.GetColumnInfo(new Vector2I(arrayX, arrayZ)); //var line2 = string.Format("Biomes MetaData : Temperature {0:0.00}, Moisture {1:0.00}, ColumnMaxHeight : {2}, ChunkID : {3}", columnInfo.Temperature / 255.0f, columnInfo.Moisture / 255.0f, columnInfo.MaxHeight, c.Position); float temperature = chunkColumnMeta.Temperature / 256.0f; temperature = (temperature * 0.6f) + 0.2f; temperature += _weather.TemperatureOffset; temperature = Math.Max(Math.Min(temperature, 1.0f), 0.0f); float moisture = chunkColumnMeta.Moisture / 256.0f; moisture = (temperature * 0.6f) + 0.2f; moisture += _weather.MoistureOffset; moisture = Math.Max(Math.Min(moisture, 1.0f), 0.0f); _tempCursor.Bounds.Location.Y = _weatherFrame.GetAbsoluteBounds().Height - (temperature * _weatherFrame.GetAbsoluteBounds().Height); _moistureCursor.Bounds.Location.Y = _weatherFrame.GetAbsoluteBounds().Height - (moisture * _weatherFrame.GetAbsoluteBounds().Height); }