//Generates the tiles private void GenerateTiles(int dimension) { #if UNITY_EDITOR BoardState.GenerateTileArray(); #endif Debug.Log("Generating Tiles of Dimension: " + dimension); //get the position where to lay the first empty tile Vector3 currentPos = GetTileStartPos(dimension); //rows for (int i = 0; i < dimension; i++) { //columns for (int j = 0; j < dimension; j++) { //instantiate new tile as a child of this object and then reset position GameObject newObject = Instantiate(emptyTile, currentPos, Quaternion.identity, gameObject.transform); EmptyTile newTile = newObject.GetComponent <EmptyTile>(); newTile.TileValue = new Vector2Int(i, j); currentPos.x += tileBounds.x + tileSpacing; #if UNITY_EDITOR BoardState.AddToTileArray(newTile); #endif } //set x and y for a new row currentPos.x = GetTileStartPos(dimension).x; currentPos.y -= tileBounds.y + tileSpacing; } }