public List<Vector3> renderVertices()
{
int dataIndex = 0;
//_currentLayerID = _currentLayerID * 10;
float z = _currentLayerID * -10;
List<Vector3> vertices = new List<Vector3> ();
for (int i = 1; i <= _height; i++) {
for (int j = 1; j <= _width; j++) {
string dataValue = _data [dataIndex].ToString ().Trim ();
if (dataValue != "0") {
vertices.AddRange (new Vector3[] {
new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 1), z),
new Vector3 (_tileset.width * (j + 1), _tileset.height * -i, z),
new Vector3 (_tileset.width * j, _tileset.height * (-i + 1), z),
new Vector3 (_tileset.width * j, _tileset.height * -i, z),
});
_vertexCount += 4;
}
dataIndex++;
}
}
return vertices;
}