// Pega o noise map da classe Noise
    MapData GenerateMapData(Vector2 center)
    {
        float[,] noiseMap = Noise.GanerateNoiseMap(mapChunkSize, mapChunkSize, seed, noiseScale, octaves, persistance, lacunarity, center + offset);

        Color[] colourMap = new Color[mapChunkSize * mapChunkSize];

        for (int y = 0; y < mapChunkSize; y++)
        {
            for (int x = 0; x < mapChunkSize; x++)
            {
                float currentHeight = noiseMap[x, y];

                for (int i = 0; i < regions.Length; i++)
                {
                    if (currentHeight <= regions[i].height)
                    {
                        colourMap[y * mapChunkSize + x] = regions[i].colour;
                        break;
                    }
                }
            }
        }

        return(new MapData(noiseMap, colourMap));
    }