// 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)); }