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Question by JulianMagicCraft · Mar 14 at 10:23 AM · 2d2d gameblockssandboxworld coordinates

so i have a script which generates a 2d block world but how do i make a block placeing script which matches the blocks with my generated world?

The World generaor Script: public int width; public int height; public int distance; public int space;

 public GameObject Grass;
 public GameObject Dirt;
 public GameObject Stone;

 public float heightpoint;
 public float heightpoint2;


 // Use this for initialization
 void Start()
 {
     Generation();
 }

 void Generation()
 {
     distance = height;
     for (int w = 0; w < width; w++)
     {
         int lowernum = distance - 1;
         int heighernum = distance + 2;
         distance = Random.Range(lowernum, heighernum);
         space = Random.Range(12, 20);
         int stonespace = distance - space;


         for (int j = 0; j < stonespace; j++)
         {
             Instantiate(Stone, new Vector3(w, j), Quaternion.identity);
         }

         for (int j = stonespace; j < distance; j++)
         {
             Instantiate(Dirt, new Vector3(w, j), Quaternion.identity);
         }
         Instantiate(Grass, new Vector3(w, distance), Quaternion.identity);
     }
 },the generating script:

 public int width;
 public int height;
 public int distance;
 public int space;

 public GameObject Grass;
 public GameObject Dirt;
 public GameObject Stone;

 public float heightpoint;
 public float heightpoint2;


 // Use this for initialization
 void Start()
 {
     Generation();
 }

 void Generation()
 {
     distance = height;
     for (int w = 0; w < width; w++)
     {
         int lowernum = distance - 1;
         int heighernum = distance + 2;
         distance = Random.Range(lowernum, heighernum);
         space = Random.Range(12, 20);
         int stonespace = distance - space;


         for (int j = 0; j < stonespace; j++)
         {
             Instantiate(Stone, new Vector3(w, j), Quaternion.identity);
         }

         for (int j = stonespace; j < distance; j++)
         {
             Instantiate(Dirt, new Vector3(w, j), Quaternion.identity);
         }
         Instantiate(Grass, new Vector3(w, distance), Quaternion.identity);
     }
 }
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Answer by rh_galaxy · Mar 15 at 10:32 PM

If I understand it correctly you generate a world with stones in a grid. And after that you want to place blocks on some places in the world that does not contain a stone? At least that is how I understand your task.

I suggest that you keep a copy of the grid so you can remember where the stones are, and then just place on empty positions.

 const int MAXWIDTH = 30;
 const int MAXHEIGHT = 30;
 bool[,] aMap;
 
 void Generation()
 {
     aMap = new int[MAXWIDTH, MAXHEIGHT];
     for(int w = 0; w < MAXWIDTH; w++)
         for(int h = 0; h < MAXHEIGHT; h++)
             aMap[w, h] = false;
     //...
     for (int w = 0; w < width; w++)
     {
         //...
         for (int j = stonespace; j < distance; j++)
         {
             aMap[w, j] = true; //block placement possible (on dirt)
         }
     }
 }

 public int numBlocks = 5;
 void PlaceBlocks()
 {
     int i = 0;
     while(i < numBlocks) 
     {
         int w = Random.Range(0, MAXWIDTH);
         int h = Random.Range(0, MAXHEIGHT;

         if(aMap[w, h]) 
         {
             //TODO place block here
             i++;
         }
     }
 }
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