void TriangulateOpenWater(HexDirection direction, HexCell cell, HexCell neighbor, Vector3 center) { Vector3 c1 = center + HexMetric.GetFirstWaterCorner(direction); Vector3 c2 = center + HexMetric.GetSecondWaterCorner(direction); water.AddTriangle(center, c1, c2); if (direction <= HexDirection.SE && neighbor != null) { Vector3 bridge = HexMetric.GetWaterBridge(direction); Vector3 e1 = c1 + bridge; Vector3 e2 = c2 + bridge; water.AddQuad(c1, c2, e1, e2); if (direction <= HexDirection.E) { HexCell nextNeighbor = cell.GetNeighbor(direction.Next()); if (nextNeighbor == null || !nextNeighbor.IsUnderwater) { return; } water.AddTriangle( c2, e2, c2 + HexMetric.GetWaterBridge(direction.Next()) ); } } }