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+ playAreaX = 100; + playAreaZ = 100; + GenerateWeatherSystems(); } - - void Update () { + + void Update () { } + + private void GenerateWeatherSystems() + { + weatherSystems = new GameObject[numberOfWeatherSystems]; + var weatherSystemCount = 0; + + for (float x=0; x < playAreaX; x++) + { + for (float z=0; z < playAreaZ; z++) + { + float perlinX = x / (playAreaX * perlinScale); + float perlinZ = z / (playAreaZ * perlinScale); + int result = (int) (Mathf.PerlinNoise(perlinX,perlinZ) * 10); + if (result < 8) + { + continue; + } + + var newWeatherSystemLocation = new Vector3(x, 0f, z ); + + if (weatherSystemCount == 0) + { + CreateWeatherSystem(newWeatherSystemLocation, weatherSystemCount); + weatherSystemCount++; + continue; + } + + if (!HasWeatherSystemThere(newWeatherSystemLocation)) + { + CreateWeatherSystem(newWeatherSystemLocation, weatherSystemCount); + weatherSystemCount++; + } + } + } + } + + private void CreateWeatherSystem(Vector3 location, int index) + { + if (index >= weatherSystems.Length) + { + return; + } + weatherSystems[index] = Instantiate(AnticyclonePrefab, location, Quaternion.identity); + weatherSystems[index].tag = "WeatherSystem"; + } + + private bool HasWeatherSystemThere(Vector3 locationToCheck) + { + foreach(var weatherSystem in weatherSystems) + { + if (weatherSystem == null) + { + continue; + } + + var rawDifference = weatherSystem.transform.position - locationToCheck; + if (rawDifference.sqrMagnitude < sqrWeatherMinSeparation) + { + return true; + } + } + + return false; + } }