public void Refresh(Vector2Int playerPosition, List <Vector2Int> exploredList, List <Vector2Int> wallList) { _texture2d.SetPixel(_playerPosition.x - _mapBound.xMin + 1, _playerPosition.y - _mapBound.yMin + 1, Color.white); Vector2Int texturePos; for (int i = 0; i < exploredList.Count; i++) { texturePos = new Vector2Int(exploredList[i].x - _mapBound.xMin + 1, exploredList[i].y - _mapBound.yMin + 1); _texture2d.SetPixel(texturePos.x, texturePos.y, Color.white); if (exploredList[i] == _goalPosition) { //Goal.SetActive(true); LittleMap.SetGoalVisible(true); BigMap.SetGoalVisible(true); } } for (int i = 0; i < wallList.Count; i++) { texturePos = new Vector2Int(wallList[i].x - _mapBound.xMin + 1, wallList[i].y - _mapBound.yMin + 1); _texture2d.SetPixel(texturePos.x, texturePos.y, Color.black); } _playerPosition = playerPosition; //_texture2d.SetPixel(_playerPosition.x - _mapBound.xMin + 1, _playerPosition.y - _mapBound.yMin + 1, Color.red); _texture2d.Apply(); float positionX = (_mapBound.center.x - _playerPosition.x) * Scale; float positionY = (_mapBound.center.y - _playerPosition.y) * Scale; Vector2 mapPosition = new Vector2(positionX, positionY); Vector2 mapPlayerPosition = new Vector2((_playerPosition.x - _mapBound.center.x) * Scale, (_playerPosition.y - _mapBound.center.y) * Scale); //LittleMap.transform.localPosition = new Vector2(positionX, positionY); //BigMap.transform.localPosition = new Vector2(positionX, positionY); //Player.transform.localPosition = new Vector2((_playerPosition.x - _mapBound.center.x) * Scale, (_playerPosition.y - _mapBound.center.y) * Scale); LittleMap.Refresh(mapPlayerPosition, mapPosition); BigMap.Refresh(mapPlayerPosition, mapPosition); }