public void GenerateLevel() { print("GENERATE"); //GameSingleton.Instance.GetPlayer().goldStartLevel = GameSingleton.Instance.GetPlayer().gold; //GameSingleton.Instance.uiManager.inventoryUi.UpdateGold(); //update gold inventoryUI Player player = GameSingleton.Instance.GetPlayer(); //player.currentLevelArcade = PlayerPrefs.GetInt("CurrentLevelArcade", 0); player.currentLevelArcade = player.currentLevelArcade + 1; if (player.currentLevelArcade == 1) { seed = Random.Range(Int32.MinValue, Int32.MaxValue); player.currentSeed = seed; } loadedLevel = grp.GenerateNextLevel(seed, player.currentLevelArcade); GameSingleton.Instance.levelManager = this; loadedLevel = Instantiate(levelList.GetLevel(player.currentLevelArcade - 1)); var matGradPair = gradientList.GetRandomGradient(); loadedLevel.terrainBuilder.heightGradient = matGradPair.gradient; loadedLevel.terrainBuilder.waterObject.GetComponent <MeshRenderer>().material = matGradPair.material; loadedLevel.Init(); /* foreach (var enemy in enemySpawns) * { * Vector2 spawnPosition = enemy.position; * * float yPosition = loadedLevel.terrainBuilder.terrainOptions.modifierHeightMap[spawnPosition]; * Debug.Log("position :" + yPosition); * Debug.Log(enemy.position); * }*/ }