private Vector3 CalcWorldCoord(int gridX, int gridY)
{
//Every second row is offset by half of the tile width
float offset = 0;
if (gridY % 2 != 0)
offset = m_hexWidth / 2;
float worldX = (float)m_initPos.x + offset + gridX * m_hexWidth;
//Every new line is offset in z direction by 3/4 of the hexagon length
float worldZ = (float)m_initPos.z - gridY * m_hexLength * 0.75f;
return new Vector3(worldX, 0, worldZ);
}