public ITile GetTile(Vector2Int _position) { int chance = tileProbabilityRND.Range(_position, 100); if (chance >= (int)TileTypeChance.Gold) { return(new Gold(_position)); } else if (chance >= (int)TileTypeChance.Dirt) { return(new Dirt(_position)); } else if (chance >= (int)TileTypeChance.Leaves) { return(new Leaves(_position)); } else if (chance >= (int)TileTypeChance.Sand) { return(new Sand(_position)); } else { return(new Water(_position)); } }