public void SetBiome(Biome b)
 {
     biome = b;
 }
        public void FillBiomeMap(int biomeBlendCount, BiomeData biomeData)
        {
            bool is3DBiomes  = false;
            bool is3DTerrain = biomeData.terrain3D != null;

            Biome[] nearestBiomes = new Biome[biomeBlendCount];

            //TODO: biome blend count > 1 management

            //TODO: biomeData.datas3D null check
            if (biomeData.air3D != null || biomeData.wind3D != null || biomeData.wetness3D != null || biomeData.temperature3D != null)
            {
                is3DBiomes = true;
            }

            if (biomeData.terrainRef == null)
            {
                return;
            }

            int   terrainSize = (is3DTerrain) ? biomeData.terrain3D.size : biomeData.terrain.size;
            float terrainStep = (is3DTerrain) ? biomeData.terrain3D.step : biomeData.terrain.step;

            if (is3DBiomes)
            {
                biomeData.biomeIds3D = new BiomeMap3D(terrainSize, terrainStep);
            }
            else
            {
                biomeData.biomeIds = new BiomeMap2D(terrainSize, terrainStep);
            }

            if (is3DBiomes)
            {
                //TODO
            }
            else
            {
                for (int x = 0; x < terrainSize; x++)
                {
                    for (int y = 0; y < terrainSize; y++)
                    {
                        bool  water = (biomeData.isWaterless) ? false : biomeData.waterHeight[x, y] > 0;
                        float temp  = (biomeData.temperature != null) ? biomeData.temperature[x, y] : 0;
                        float wet   = (biomeData.wetness != null) ? biomeData.wetness[x, y] : 0;
                        // Debug.Log("map [" + x + "/" + y + "] = " + biomeData.terrain[x, y]);
                        //TODO: 3D terrain management
                        float           height  = (is3DTerrain) ? 0 : biomeData.terrain[x, y];
                        BiomeSwitchNode current = root;
                        while (true)
                        {
nextChild:
                            if (current.biome != null)
                            {
                                break;
                            }
                            int childCount = current.GetChildCount();
                            for (int i = 0; i < childCount; i++)
                            {
                                var child = current.GetChildAt(i);
                                switch (child.biomeSwitchMode)
                                {
                                case BiomeSwitchMode.Water:
                                    if (child.value == water)
                                    {
                                        current = child; goto nextChild;
                                    }
                                    break;

                                case BiomeSwitchMode.Height:
                                    if (height > child.min && height <= child.max)
                                    {
                                        current = child; goto nextChild;
                                    }
                                    break;

                                case BiomeSwitchMode.Temperature:
                                    if (temp > child.min && temp <= child.max)
                                    {
                                        current = child; goto nextChild;
                                    }
                                    break;

                                case BiomeSwitchMode.Wetness:
                                    if (wet > child.min && wet <= child.max)
                                    {
                                        current = child; goto nextChild;
                                    }
                                    break;
                                }
                            }
                            //if flow reach this part, values are missing in the biome graph so biome can't be chosen.
                            break;
                        }
                        //TODO: blending with second biome
                        if (current.biome != null)
                        {
                            biomeData.biomeIds.SetFirstBiomeId(x, y, current.biome.id);
                        }
                        else
                        {
                            //FIXME!!!!
                            biomeData.biomeIds.SetFirstBiomeId(x, y, -1);
                            // PWUtils.LogWarningMax("Can't choose biome with water:" + water + ", temp: " + temp + ", wet: " + wet + ", height: " + height, 200);
                            PWUtils.LogWarningMax("Can't choose biome with water:" + water + ", temp: " + temp + ", wet: " + wet + ", height: " + height, 300);
                            continue;
                        }
                    }
                }
            }
        }