private void SpawnPadding(int tileSetId, TilePadding padding)
        {
            Sprite[] sprites = TerrainTileSet.LoadedTileSets[tileSetId].GetPaddingSprites(padding);

            foreach (var sprite in sprites)
            {
                GameObject paddingObject = new GameObject();
                paddingObject.transform.SetParent(_paddingAnchor.transform);
                paddingObject.AddComponent <SpriteRenderer>().sprite = sprite;
                paddingObject.transform.position = transform.position -
                                                   new Vector3(0f, 0f, TerrainTileSet.LoadedTileSets[tileSetId].Precedence);

                _paddingObjects.Add(paddingObject);
            }
        }
        public Sprite[] GetPaddingSprites(TilePadding paddingInformation)
        {
            paddingInformation.ApplyFilter();

            List <Sprite> sprites = new List <Sprite>();

            int edges = paddingInformation.EdgeInformation();

            if (edges != -1)
            {
                sprites.Add(Tiles[edges]);
            }

            int corners = paddingInformation.CornerInformation();

            if (corners != -1)
            {
                sprites.Add(Tiles[corners]);
            }

            return(sprites.ToArray());
        }