public void GenerateMap1DNoise() { worldRenderer.ClearGroundTilemap(); for (int x = 0; x < mapLength; x++) { var noise = GetNoiseValue(x, 1); var yCoordinate = Mathf.FloorToInt(noise); for (int y = 0; y <= yCoordinate; y++) { worldRenderer.SetGroundTile(x, y, blockData.dirtTile); } } }