public void InitMap(MapGenerationParameters genParams, Transform transform)
        {
            this.genParams = genParams;

            //Generate map info
            _mapInfo = mapGen.GetRandomMapInfo(genParams.seed, genParams.size);

            //Setup tile-drilling
            tileDrillDict = new Dictionary <Pos, float>();

            //Generate chunk parameters
            int chunkAmount = mapInfo.size / mapInfo.chunkSize;

            _mapChunks = new MapChunk[chunkAmount, chunkAmount];

            //Initialize chunk graphics-tile maps
            var graphicsGroundMap    = MapGrahicsHelper.GetGraphicsGroundMap(mapInfo.groundMap);
            var graphicsBlockMap     = MapGrahicsHelper.GetGraphicsBlockMap(mapInfo.blockMap);
            var graphicsGroundChunks = MapGrahicsHelper.SplitArray(graphicsGroundMap, chunkAmount);
            var graphicsBlockChunks  = MapGrahicsHelper.SplitArray(graphicsBlockMap, chunkAmount);

            //Create chunks
            for (int x = 0; x < chunkAmount; x++)
            {
                for (int y = 0; y < chunkAmount; y++)
                {
                    var chunkObj = PrefabLibrary.Create("MapChunk");
                    chunkObj.transform.SetParent(transform, false);
                    chunkObj.GetComponent <MapChunk>().GenerateChunk(graphicsGroundChunks[x, y], graphicsBlockChunks[x, y], x * mapInfo.chunkSize, y * mapInfo.chunkSize, mapInfo.chunkSize);
                    _mapChunks[x, y] = chunkObj.GetComponent <MapChunk>();
                }
            }
        }
        private void UpdateGraphicsTileAt(int x, int y)
        {
            int chunkSize = mapInfo.chunkSize;
            var block     = mapInfo.GetBlockAt(x, y);
            var blockPos  = new Pos(x / chunkSize, y / chunkSize);
            var tilePos   = new Pos(x % chunkSize, y % chunkSize);

            var gfxBlock = MapGrahicsHelper.GetGraphicsBlockTile(mapInfo.blockMap, x, y, block);

            _mapChunks[blockPos.x, blockPos.y].ChangeBlockTile(tilePos.x, tilePos.y, gfxBlock);
        }