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using UnityEngine;
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using System.Collections;
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public class world : MonoBehaviour {
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	public GameObject brick;
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	GameObject[, ,] block_map;
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	int[, ,] map = new int[32,32,32];
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	public GameObject[] blocks;
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	void Start() {
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		for (int x = 0; x < 32; x++) {//ground
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			for (int y = 0; y <32; y++) {
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				for (int z = 0; z < 32; z++) {
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					switch (y)
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					{
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					case 0:
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					case 1:
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						map[x,y,z]=1;
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						break;
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					case 2:
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						map[x,y,z]=(int)Mathf.Ceil(Random.Range(1, 5));
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						break;
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					case 3:
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						map[x,y,z]=(int)Mathf.Ceil(Random.Range(2, 5));
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						break;
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					case 4:
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						map[x,y,z]=(int)Mathf.Ceil(Random.Range(2, 5));
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						break;
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					case 5:
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						map[x,y,z]=(int)Mathf.Ceil(Random.Range(0, 5));
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						break;
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					case 6:
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						map[x,y,z]=(int)Mathf.Ceil(Random.Range(0, 5));
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						break;
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					case 7:
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						map[x,y,z]=(int)Mathf.Ceil(Random.Range(0, 5));
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						break;
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					case 8:
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						map[x,y,z]=(int)Mathf.Ceil(Random.Range(0, 5));
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						break;
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					default:
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						map[x,y,z]=0;
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						break;
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						}}}}
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		for (int x = 0; x < 32; x++) {
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			for (int y = 0; y <32; y++) {//ground		
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						for (int z = 0; z < 32; z++){
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					Debug.Log("going to instantiate for " + x + ", " + y + ", " + z);
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					Debug.Log("using index: " + map[x,y,z]);
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					Debug.Log("having game object name: " + blocks[map[x,y,z]].name);
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					block_map[x,y,z]=(GameObject)Instantiate (blocks[map[x,y,z]], new Vector3 (x, y, z), Quaternion.identity);
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								}
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						}
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				}
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/**/
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					                    }
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}