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); } } } } }