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1; i++) + { + for (int j = 1; j < ground.GetLength(1) - 1; j++) + { + ground[i, j] = 1; + if (Random.value < 0.10f) + { + ground[i, j] = 2; + } + if (Random.value < 0.10f) + { + ground[i, j] = 3; + } + if (Random.value < 0.10f) + { + ground[i, j] = 4; + } + } + } + + createGround(); + createResources(); + } + + void createGround() + { + for (int i = 1; i < ground.GetLength(0) - 1; i++) + { + for (int j = 1; j < ground.GetLength(1) - 1; j++) + { + if (ground[i, j] == 0) + continue; + + if (ground[i - 1, j] == 0 && ground[i, j - 1] == 0) + { + Instantiate<GameObject>(tiles[6], new Vector3(i, j, -1), Quaternion.identity); + } + else if (ground[i + 1, j] == 0 && ground[i, j - 1] == 0) + { + Instantiate<GameObject>(tiles[8], new Vector3(i, j, -1), Quaternion.identity); + } + else if (ground[i + 1, j] == 0 && ground[i, j + 1] == 0) + { + Instantiate<GameObject>(tiles[2], new Vector3(i, j, -1), Quaternion.identity); + } + else if (ground[i - 1, j] == 0 && ground[i, j + 1] == 0) + { + Instantiate<GameObject>(tiles[0], new Vector3(i, j, -1), Quaternion.identity); + } + else if (ground[i + 1, j] == 0) + { + Instantiate<GameObject>(tiles[5], new Vector3(i, j, -1), Quaternion.identity); + } + else if (ground[i - 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