private float DetermineTemperature(HexCell cell) { float latitude = (float)cell.coordinates.Z / grid.cellCountZ; if (hemisphere == HemisphereMode.Both) { latitude *= 2f; if (latitude > 1f) { latitude = 2f - latitude; } } else if (hemisphere == HemisphereMode.North) { latitude = 1f - latitude; } float temperature = Mathf.LerpUnclamped(lowTemperature, highTemperature, latitude); temperature *= 1f - (cell.ViewElevation - waterLevel) / (elevationMaximum - waterLevel + 1f); float jitter = HexMetrics.SampleNoise(cell.Position * 0.1f)[temperatureJitterChannel]; temperature += (jitter * 2f - 1f) * temperatureJitter; return(temperature); }
private void RefreshPosition() { Vector3 position = transform.localPosition; position.y = elevation * HexMetrics.elevationStep; position.y += (HexMetrics.SampleNoise(position).y * 2f - 1f) * HexMetrics.elevationPerturbStrength; transform.localPosition = position; Vector3 uiPosition = uiRect.localPosition; uiPosition.z = -position.y; uiRect.localPosition = uiPosition; }
void RefreshPosition() { // Change cell position according to elevation Vector3 position = transform.localPosition; position.y = elevation * HexMetrics.elevationStep; position.y += (HexMetrics.SampleNoise(position).y * 2f - 1f) * HexMetrics.elevationPerturbationStrength; // Perturbation for cell elevation transform.localPosition = position; // Also change ui position Vector3 uiPosition = uiRect.localPosition; uiPosition.z = -position.y; uiRect.localPosition = uiPosition; }