public void AddBiomes(float[,] tempMap, float[,] humidMap)
    {
        for (int z = 0; z < cellCountZ; z++)
        {
            for (int x = 0; x < cellCountX; x++)
            {
                float temp     = tempMap[(int)(x / mapGenerator.mapToHexFactor), (int)(z / mapGenerator.mapToHexFactor)];
                float moisture = humidMap[(int)(x / mapGenerator.mapToHexFactor), (int)(z / mapGenerator.mapToHexFactor)];
                float height   = noiseMap[(int)(x / mapGenerator.mapToHexFactor), (int)(z / mapGenerator.mapToHexFactor)];

                for (int i = 0; i < mapGenerator.biomes.Length; i++)
                {
                    if (temp >= mapGenerator.biomes[i].tempRange.x &&
                        temp <= mapGenerator.biomes[i].tempRange.y)
                    {
                        if (moisture >= mapGenerator.biomes[i].moistureRange.x &&
                            moisture <= mapGenerator.biomes[i].moistureRange.y)
                        {
                            if (height >= mapGenerator.biomes[i].heightRange.x &&
                                height <= mapGenerator.biomes[i].heightRange.y)
                            {
                                cells[(cellCountZ * z) + x].biomeType = mapGenerator.biomes[i].biome;
                                featureManager.AddBiomeFeatures(cells[(cellCountZ * z) + x], mapGenerator.biomes[i].biome);
                                break;
                            }
                        }
                    }
                }

                cells[(cellCountZ * z) + x].biomeType = BiomeType.None;
            }
        }
    }