private void updateVertices()
{
var vertices = new List<UnityEngine.Vector3>();
foreach (var cell in Cell.AtLevel(gridLevel))
{
var center = cell.Position * heightMap(cell);
if (cell.IsPentagon)
{
vertices.Add(center);
}
var blend = 0.08f;
center *= blend;
foreach (var vertex in cell.GetVertices(gridLevel, heightMap))
{
vertices.Add(center + vertex * (1 - blend));
}
}
mesh.vertices = vertices.ToArray();
mesh.RecalculateBounds();
}