public static void Definir(byte x, byte y, byte Camada_Num, byte Camada_Type, byte Parte, string Letra)
        {
            Point Position = new Point(0);

            // Posições exatas dos mini Tiles (16x16)
            switch (Letra)
            {
            // Quinas
            case "a": Position = new Point(32, 0); break;

            case "b": Position = new Point(48, 0); break;

            case "c": Position = new Point(32, 16); break;

            case "d": Position = new Point(48, 16); break;

            // Noroeste
            case "e": Position = new Point(0, 32); break;

            case "f": Position = new Point(16, 32); break;

            case "g": Position = new Point(0, 48); break;

            case "h": Position = new Point(16, 48); break;

            // Nordeste
            case "i": Position = new Point(32, 32); break;

            case "j": Position = new Point(48, 32); break;

            case "k": Position = new Point(32, 48); break;

            case "l": Position = new Point(48, 48); break;

            // Sudoeste
            case "m": Position = new Point(0, 64); break;

            case "n": Position = new Point(16, 64); break;

            case "o": Position = new Point(0, 80); break;

            case "p": Position = new Point(16, 80); break;

            // Sudeste
            case "q": Position = new Point(32, 64); break;

            case "r": Position = new Point(48, 64); break;

            case "s": Position = new Point(32, 80); break;

            case "t": Position = new Point(48, 80); break;
            }

            // Define a Position do mini Tile
            Lists.Structures.Tile_Data Data = Lists.Map.Tile[x, y].Data[Camada_Type, Camada_Num];
            Lists.Map.Tile[x, y].Data[Camada_Type, Camada_Num].Mini[Parte].X = Data.x * Jogo.Grade + Position.X;
            Lists.Map.Tile[x, y].Data[Camada_Type, Camada_Num].Mini[Parte].Y = Data.y * Jogo.Grade + Position.Y;
        }
    public static void Maps_AutoCriação(Point Position, Lists.Structures.Tile_Data Data, SFML.Graphics.Color Cor)
    {
        // Desenha os 4 mini Tiles
        for (byte i = 0; i <= 3; i++)
        {
            Point Destino = Position, Fonte = Data.Mini[i];

            // Partes do Tile
            switch (i)
            {
            case 1: Destino.X += 16; break;

            case 2: Destino.Y += 16; break;

            case 3: Destino.X += 16; Destino.Y += 16; break;
            }

            // Renderiza o mini Tile
            Desenhar(Tex_Tile[Data.Tile], new Rectangle(Fonte.X, Fonte.Y, 16, 16), new Rectangle(Destino, new Size(16, 16)), Cor);
        }
    }