void Build() { Spaces = new Dictionary <Vector3Int, bool>(); for (int x = -Size; x <= Size; x++) { for (int y = -Size; y <= Size; y++) { Vector2Int point = new Vector2Int(x, y); if (InMap(point, Size)) { HexTile hex = Instantiate(HexPrefab); hex.GetComponent <SpriteRenderer>().color = Colour; Vector3Int v3i = ConvertToVector3(point); hex.transform.position = GetWorldPosition(v3i); hex.Coordinates = v3i; Hexes[v3i] = hex; // Added bits around altitude and humidity Vector2 v2 = new Vector2(x, y); float altitude = Noise.Generate2DNoiseValue(v2, altitudeSeed1) + Noise.Generate2DNoiseValue(v2, altitudeSeed2); float humidity = Noise.Generate2DNoiseValue(v2, humiditySeed1) + Noise.Generate2DNoiseValue(v2, humiditySeed2); hex.altitude = altitude; if (altitude < mapPresets.seaLevel) { Spaces[v3i] = false; } else { Spaces[v3i] = true; } hex.humidity = humidity; hex.ColourSwitch(mapPresets); } } } GenerateWitchBase(new Vector3Int(0, 0, 0)); }