public void FillWithData(byte[,] neighborTiles, RoomGenerator.TileType[,] tiles) { int height, width; width = tiles.GetLength (0); height = tiles.GetLength (1); for(int y = 0; y < height; y ++) { for (int x = 0; x < width; x ++) { if (tiles[x, y] != RoomGenerator.TileType.Empty){ Trunk t = GetTrunk(x, y); Vector2[] uvlis; byte neighbotValue = neighborTiles[x, y]; // Debug.Log(neighbotValue); if (Config.NEIGHBOR_TO_WALLTYPE_2(neighbotValue) != Config.WallType.NOT_A_WALL){ uvlis = TextureConfig.WallUvMap[ Config.NEIGHBOR_TO_WALLTYPE_2(neighbotValue) ]; }else{ uvlis = new Vector2[]{ new Vector2(), new Vector2(), new Vector2(), new Vector2() }; } t.FillTile(x, y, uvlis); } } } for (int i = 0; i < MaxTrunks; i ++) if (trunks [i] != null) trunks [i].GenerateMesh (); }