//edits the mapdata by adding obstacles, and then returns the new version public MapData GenerateLevel(MapData _mapData, int _mapChunkSize) { if (_mapData.levelMode == EnumTypes.BiomeMode.Land) { if (_mapData.coordinate != new Vector2(0, 0)) { _mapData = GenerateSpecials(_mapData, _mapChunkSize, minSpecialSpawnHeight); } } else if (_mapData.levelMode == EnumTypes.BiomeMode.Water) { _mapData = islands.GenerateIslands(_mapData, _mapChunkSize, minSpecialSpawnHeight); } return(_mapData); }