/// <summary>
	////////////////// Saker som inte används //////////////////
	/// </summary>

	void AngleExtrusion(){

		popArea tempVector = new popArea();
		int newNodeAngle = Random.Range(0,4);
		switch (newNodeAngle) {

		case 0:
			newNodeAngle = 45;
			break;

		case 1:
			newNodeAngle = 135;
			break;

		case 2:
			newNodeAngle = 225;
			break;

		case 3:
			newNodeAngle = 315;
			break;

		default:
			//Debug.Log ("number is not between 0 and 2");
			break;

		}

		clone = Instantiate(Node, randomPos, Quaternion.Euler(new Vector3(0,newNodeAngle,0))) as GameObject;
		clone.name = "AngleExtrusion";

		AddNodeToDict("AngleExtrusion", clone.transform.position);
		Destroy(clone);
		tempVector.cityX = (int)randomPos.x;
		tempVector.cityY = (int)randomPos.z;

		for (int a = 0; a < populatedArea.Count; a++){
			if (populatedArea.Contains(tempVector)) {
				clone.transform.Translate(Vector3.forward*1);
				tempVector.cityX = (int)clone.transform.position.x;
				tempVector.cityY = (int)clone.transform.position.z;
			}

			else {
				break;
			}	
		}
	}
	void populatedPixels(){								// populateArea = lista över svarta pixlar (mark)
		
		popArea temp = new popArea();
		
		for (int y = 0; y < cityMapBW.height; y++){
			
			for (int x = 0; x < cityMapBW.width; x++){
				
				curPixGray = cityMapBW.GetPixel(x,y).grayscale;
				
				if (curPixGray < 0.5){
					temp.cityX = x;
					temp.cityY = y;
					populatedArea.Add(temp);
				
				}
				else {
					//Inte svart, lägg ej till
				}
			}
		}
	}