public void TileGenerator() { if (randomSeed) { seed = Random.Range(0, 100000); } noiseMap = new float[mapSize, mapSize]; float [,] falloffMap = FalloffGenerator.GenerateFalloffMap(mapSize); for (int y = 0; y < mapSize; y++) { for (int x = 0; x < mapSize; x++) { noiseMap[x, y] = NoiseMap.fBM(x, y, seed, scale, octaves, persistence); } } tilemap.ClearAllTiles(); if (tilemode == Tilemode.LandscapeMap) { GenerateLandscape(noiseMap, falloffMap); } else if (tilemode == Tilemode.NoiseMap) { NoiseMapGenerator(noiseMap); } else if (tilemode == Tilemode.FalloffMap) { NoiseMapGenerator(falloffMap); } else if (tilemode == Tilemode.CaveGeneration) { GenerateCave(); } RuleTileGenerator(dirtRuleTile); }