public void GenerateMap2D() { worldRenderer.ClearPerlind2DTilemap(); for (int x = -1 * mapLength; x < mapLength; x++) { for (int y = perlin2DData.noiseRangeMin; y < perlin2DData.noiseRangeMax; y++) { var noise = SumNoise(perlin2DData.offset.x + x, y, perlin2DData); if (noise > noiseThresholdMin && noise < noiseThresholdMax) { worldRenderer.SetPerlin2d(x, y, blockData.perlin2D); } } } }