public void GenerateMap()
    {
        float[,] noiseMap = Noise.GenerateNoiseMap(mapWidth, mapHeight, seed, noiseScale, octaves, persistance, lacunarity, offset);

        Color[] colourMap = new Color[mapWidth * mapHeight];
        for (int y = 0; y < mapHeight; y++)
        {
            for (int x = 0; x < mapWidth; x++)
            {
                if (useFalloff)
                {
                    noiseMap[x, y] = Mathf.Clamp01(noiseMap[x, y] - falloffMap[x, y]);
                }

                if (useOverlay)
                {
                    noiseMap[x, y] = Mathf.Clamp01(noiseMap[x, y] - overlayMap[x, y]);
                }

                float currentHeight = noiseMap[x, y];
                for (int i = 0; i < regions.Length; i++)
                {
                    if (currentHeight <= regions[i].height)
                    {
                        colourMap[y * mapWidth + x] = regions[i].colour;

                        break;
                    }
                }
            }
        }

        MapDisplay display = FindObjectOfType <MapDisplay>();

        if (drawMode == DrawMode.NoiseMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromHeightMap(noiseMap));
        }
        else if (drawMode == DrawMode.ColourMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromColourMap(colourMap, mapWidth, mapHeight));
        }
        else if (drawMode == DrawMode.FalloffMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromHeightMap(FalloffGenerator.GenerateFalloffMap(mapHeight)));
        }
        else if (drawMode == DrawMode.Mesh)
        {
            display.DrawMesh(MeshGenerator.GenerateTerrainMesh(noiseMap), TextureGenerator.TextureFromColourMap(colourMap, mapWidth, mapHeight));
        }
        else if (drawMode == DrawMode.OverlayMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromHeightMap(OverlayGenerator.GenerateOverlayMap(mapHeight)));
        }
    }
    void OnValidate()
    {
        if (lacunarity < 1)
        {
            lacunarity = 1;
        }
        if (octaves < 0)
        {
            octaves = 0;
        }

        falloffMap = FalloffGenerator.GenerateFalloffMap(mapHeight);

        overlayMap = OverlayGenerator.GenerateOverlayMap(mapHeight);
    }
    void Awake()
    {
        falloffMap = FalloffGenerator.GenerateFalloffMap(mapHeight);

        overlayMap = OverlayGenerator.GenerateOverlayMap(mapHeight);
    }