// Start is called before the first frame update
    protected override void LayerCreation()
    {
        if (SmoothingLayers == null)
        {
            SmoothingLayers = new List <CellularAutomataSmoothingLayer>();
            CellularAutomataSmoothingLayer layer = new CellularAutomataSmoothingLayer();
            layer.ChangeTreshold        = 4;
            layer.encourageMapEdges     = false;
            layer.lowerTresholdEqualsTo = false;
            layer.upperTresholdEqualsTo = false;
            SmoothingLayers.Add(layer);
        }
        Vector2Int buffer = new Vector2Int(Random.Range(mapBufferMin.x, mapBufferMax.x + 1), Random.Range(mapBufferMin.y, mapBufferMax.y + 1));

        if (useRandomSeed)
        {
            layerData = CellularAutomata.GeneratedMap(mapSize, randomFillPercentage, buffer, SmoothingLayers);
        }
        else
        {
            layerData = CellularAutomata.GeneratedMap(mapSize, randomFillPercentage, buffer, SmoothingLayers, coverEdges, seed);
        }
    }