// Use this for initialization void Awake() { // directions and length dirs = new Vector3[]{ new Vector3( 1, 0, 0), new Vector3(-1, 0, 0), new Vector3( 0, 1, 0), new Vector3( 0,-1, 0), new Vector3( 1, 1, 0), new Vector3(-1,-1, 0), new Vector3( 1,-1, 0), new Vector3(-1, 1, 0)}; length = new int[8] {10,10,10,10,14,14,14,14}; ////// gameboard = new GameObject("Board").transform; // place tiles sizex = 20; sizey = 20; mapdata = new MapData(sizex, sizey); occupy = new MapData(sizex, sizey); charmap = new MapData(sizex, sizey); mapdata.Generate_Map(); charmap.Set_All(-1); for (int i=0; i< sizex; i++) { for (int j=0; j< sizey; j++) { int t= mapdata.Check_At(i, j); GameObject toInstantiate = tiles[t]; GameObject instance =Instantiate(toInstantiate, new Vector3(i, j, 0f), Quaternion.identity) as GameObject; instance.transform.SetParent(gameboard); SpriteRenderer sprite = instance.GetComponent<SpriteRenderer>(); sprite.sortingLayerName = "map"; } } }