void CavesLevelGeneration(Vector2 Delta, GameObject[] SpriteList, int width, int height)
 {
     GenerateMap(width, height);
     if (map != null)
     {
         for (int i = 0; i < width; i++)
         {
             for (int j = 0; j < height; j++)
             {
                 int     value     = map[i, j];
                 Vector2 block_pos = new Vector2((Delta.x + i) * Cell_size, j * Cell_size + -Delta.y * Cell_size + -height * Cell_size);
                 if (value == 1)
                 {
                     if (Random.Range(0, 10) == 1)
                     {
                         Block_Manager.CreateBlock("Stone", block_pos);
                     }
                     else
                     {
                         Block_Manager.CreateBlock("Stone", block_pos);
                     }
                 }
                 if (value == 0)
                 {
                     Block_Manager.CreateBlockBackground(Block_Manager.PrefabStones[0], block_pos);
                 }
                 if (j != 0 && map[i, j - 1] == 1 && value == 0 && Random.Range(1, 101) < 10)
                 {
                     Block_Manager.CreateBlock(new List <string>()
                     {
                         "Purple Crystal", "Red Crystal", "Diamonds"
                     }[Random.Range(0, 3)], block_pos);
                 }
             }
         }
     }
 }