//creates the grid once a button is pressed public void CreateGrid() { //if a grid already exists if (currentGrid != null) { //destroy the current map Destroy(currentGrid); } //if the controls UI hasnt been turned off if (ControlsOpen == true) { //set the controls UI to be active ControlsUI.gameObject.SetActive(true); //if the by step option has been selected if (byStepToggle.isOn) { //set the step counter UI to active StepCounter.SetActive(true); } else { //deactivate the step counter UI StepCounter.SetActive(false); } } //disactivate the map options UI SliderUI.gameObject.SetActive(false); //create the game object responsible for creating the grid in the world currentGrid = Instantiate(Grid, transform.position, Quaternion.identity); //retreive the grids Generating island component GeneratingIsland gridCreation = currentGrid.GetComponent <GeneratingIsland>(); //set the grids generation values gridCreation.SetValues((int)cellularPasses.value, (int)landChance.value, (int)MountainAgentsSlider.value, (int)ActionsSlider.value, byStepToggle.isOn, StepCounterText, StepTaskText); //create the map using the set values gridCreation.MapCreation(); }