public Color GetColor(int x, int y) { var moistureLevel = _moistureMap.GetMoisture(x, y); var heatLevel = _comboMap.GetHeat(x, y); var biome = whittakerGraph[(int)moistureLevel, (int)heatLevel]; /* * if (_heightmap.GetColor(x,y)==Color.black) //if the height level is void we don't want it to be affected by moisture or heat * { * return Color.black; * } */ if (_heightmap.GetColor(x, y) == extendedColors.DeepColor & !_maskWater) //account for water { return(extendedColors.DeepColor); } else if (_heightmap.GetColor(x, y) == extendedColors.ShallowColor & !_maskWater) { return(extendedColors.ShallowColor); } else if (_heightmap.GetColor(x, y) == extendedColors.ShallowColor & _maskWater) { return(Color.black); } else if (_heightmap.GetColor(x, y) == extendedColors.DeepColor & _maskWater) { return(Color.black); } else { switch (biome) //color per biome { case biomes.Ice: return(extendedColors.Ice); case biomes.BorealForest: return(extendedColors.BorealForest); case biomes.Desert: return(extendedColors.Desert); case biomes.Grassland: return(extendedColors.Grassland); case biomes.Savanna: return(extendedColors.Savanna); case biomes.SeasonalForest: return(extendedColors.SeasonalForest); case biomes.TemperateRainforest: return(extendedColors.TemperateRainforest); case biomes.TropicalRainforest: return(extendedColors.TropicalRainforest); case biomes.Tundra: return(extendedColors.Tundra); case biomes.Woodland: return(extendedColors.Woodland); } } return(Color.black); }