void BuildLandscape() { for (int x = -dimentions.x; x < dimentions.x; x++) { for (int y = -dimentions.y; y < dimentions.y; y++) { // empty space for roads if (x % blockDimentions.x == 0 || y % blockDimentions.y == 0) { continue; } if (UnityEngine.Random.Range((float)0.0f, (float)1.0) < landscapeDensityFactor) { float height = towerHeight.GetRandom(); float heightFactor = towerHeight.InvLerp(height); Color color = towerColorRangeBasedOnHeight.Lerp(heightFactor); CreateATower(new Vector2Int(x, y), height, color); } } } }