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- public class GridGen : MonoBehaviour
- {
- [SerializeField] private GameObject theCube; //old
- [SerializeField] public float cubeSize = 1f;
- [SerializeField] public Vector3Int gridData = new Vector3Int(0, 0, 0);
- //[NonSerialized] public int[,,] cubeArray = new int [10, 10, 10]; //old
- private Data3D[,,] cubeArray = new Data3D [10, 10, 10]; //new
- // Start is called before the first frame update
- void Start()
- {
- GenerateCubes();
- DestroyCubes();
- }
- // Update is called once per frame
- void Update()
- {
- }
- void GenerateCubes()
- {
- print("GenerateCubes works");
- for (int z = 0; z < cubeArray.GetLength(2); z++)
- {
- print("loop1 works");
- for (int x = 0; x < cubeArray.GetLength(0); x++)
- {
- print("loop2 works");
- for (int y = 0; y < cubeArray.GetLength(1); y++)
- {
- GetComponent<Data3D>().CreateCube(gridData);
- print("loop3 works"); print("gridData: " + gridData);
- gridData.x ++;
- if(gridData.x >= 10){gridData.x = 0;};
- }//cols for
- gridData.y ++;
- if(gridData.y >= 10){gridData.y = 0;};
- }// rows for
- gridData.z ++;
- if(gridData.z >= 10){gridData.z = 0;};
- }// zee for
- }//end GenerateCubes
- void PrintArray()
- {
- for (int z = 0; z < cubeArray.GetLength(0); z++)
- {
- for (int x = 0; x < cubeArray.GetLength(1); x++)
- {
- for (int y = 0; y < cubeArray.GetLength(2); y++)
- {
- //int s = cubeArray[x, y, z];
- //print(x + " " + y + " " + z + " : " + s);
- }
- }
- }
- }
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