public Render2D() { _settings = new TerranValues(); }
// TODO: This isn't correct :( It's not taking _boundsMin into account and it can't cope with negitive values Color ScaleTerran(float val, TerranValues vals) { // float range = _boundsMax - _boundsMin; if (val <= _boundsMax * vals.waterLevel) { return vals.waterColor; } else if (val <= _boundsMax * vals.beachLevel) { return vals.beachColor; } else if (val <= _boundsMax * vals.grassLevel) { return vals.grassColor; } else if (val <= _boundsMax * vals.moutainLevel) { return vals.moutainColor; } else if (val <= _boundsMax * vals.snowLevel) { return vals.snowColor; } else { return Color.Red; } }