// generates the whole map
    public void Create()
    {
        Random.InitState(generations);
        GenerateMap map = new GenerateMap();

        mapData = map.Generate(parameters, generations, cellType, islandFunction, heightFactor, heightMap, regionCount, relaxationCount, radius);
        GenerateMesh meshData = map.GenerateMeshData();

        meshFilter.mesh = meshData.CreateMesh();

        meshRenderer.sharedMaterials = new Material[mapData.biomes.Count];
        Material[] materials = new Material[mapData.biomes.Count];
        for (int i = 0; i < mapData.biomes.Count; i++)
        {
            Material material = new Material(baseMaterial);
            ColorUtility.TryParseHtmlString(CheckingScript.displayColors[mapData.biomes[i]], out Color biome);
            material.color = biome;
            material.name  = mapData.biomes[i];
            materials[i]   = material;
        }

        meshRenderer.sharedMaterials = materials;
    }