void CreateMap() { for (int h = 0; h < height; h++) { for (int w = 0; w < width; w++) { switch (tiles[w + h * width].Value) { case "city_building": GameObject cityTile = Instantiate(city_building, new Vector3(w * distanceMultiplier, 0, h * distanceMultiplier), Quaternion.identity); tileMap.AddTile(cityTile, TileMapScript.TileTypes.city_building, new Vector2(w, h)); break; case "dense_trees": GameObject d_treeTile = Instantiate(dense_trees, new Vector3(w * distanceMultiplier, 0, h * distanceMultiplier), Quaternion.identity); tileMap.AddTile(d_treeTile, TileMapScript.TileTypes.dense_trees, new Vector2(w, h)); break; case "grass": GameObject grassTile = Instantiate(grass, new Vector3(w * distanceMultiplier, 0, h * distanceMultiplier), Quaternion.identity); tileMap.AddTile(grassTile, TileMapScript.TileTypes.grass, new Vector2(w, h)); break; case "road": GameObject roadTile = Instantiate(road, new Vector3(w * distanceMultiplier, 0, h * distanceMultiplier), Quaternion.identity); tileMap.AddTile(roadTile, TileMapScript.TileTypes.road, new Vector2(w, h)); break; case "sand": GameObject sandTile = Instantiate(sand, new Vector3(w * distanceMultiplier, 0, h * distanceMultiplier), Quaternion.identity); tileMap.AddTile(sandTile, TileMapScript.TileTypes.sand, new Vector2(w, h)); break; case "sparse_trees": GameObject s_treeTile = Instantiate(sparse_trees, new Vector3(w * distanceMultiplier, 0, h * distanceMultiplier), Quaternion.identity); tileMap.AddTile(s_treeTile, TileMapScript.TileTypes.sparse_trees, new Vector2(w, h)); break; case "village_building": GameObject villageTile = Instantiate(village_building, new Vector3(w * distanceMultiplier, 0, h * distanceMultiplier), Quaternion.identity); tileMap.AddTile(villageTile, TileMapScript.TileTypes.village_building, new Vector2(w, h)); break; case "water": GameObject waterTile = Instantiate(water, new Vector3(w * distanceMultiplier, 0, h * distanceMultiplier), Quaternion.identity); tileMap.AddTile(waterTile, TileMapScript.TileTypes.water, new Vector2(w, h)); break; } } } tileMap.RefreshAllTiles(); }