Check if values exists in an int[,] array

I am writing code to check if an object can be placed on a grid.

   int[,] floorMap;
   public Vector2[] objectMap;
   int floorWidth = 30;
   int floorHeight = 30;
   
   void GenerateMap() {
        for (int x = 0; x < floorWidth; x++) {
            for(int y = 0; y < floorHeight; y++) {
                floorMap[x,y] = 0;
            }
        }
    }
   public bool CheckSafePlace(int offsetX, int offsetY) {
        bool allowPlacement = true;
        for(int i = 0; i < objectMap.Length; i++) {
            // Check each position the object takes up and reference it against the offset to determine if there is a floorMap value of 1 - which would not allow placement. Then exit the loop.
        }
        return allowPlacement;
    }

I can’t work out what to put in the commented out line to get this to work.

int[,] floorMap;
public Vector2 objectMap;
int floorWidth = 30;
int floorHeight = 30;

    void GenerateMap() {
         for (int x = 0; x < floorWidth; x++) {
             for(int y = 0; y < floorHeight; y++) {
                 floorMap[x,y] = 0;
             }
         }
     }
    public bool CheckSafePlace(int offsetX, int offsetY) {
         bool allowPlacement = floorMap[offsetX, offsetY] != 1;
         return allowPlacement;
     }

Try that. Not sure why you are using a for loop.

public Vector2 objectMap;

// This is set on the prefab of the object. I set the values to the offset of each part of it and what tile it will cover. Eg. Vector2(0,0), Vector2(1,0), Vector2(2,0),Vector2(1,1),Vector2(1,2) makes a T shape

public bool CheckPlacement() {
	bool result = true;
        // roomManager.floorMap is an int[30,30] where 30 is the roomManager.roomSize in tiles
        int[,] floorMap = roomManager.floorMap;
        foreach(Vector2 objectPoint in objectMap) {
        // interactionManager.currentX and interactionManager.currentY are the x and y int that my mouse is pointing to via a raycast
		int xPoint = Mathf.FloorToInt(objectPoint.x) + interactionManager.currentX;
		int yPoint = Mathf.FloorToInt(objectPoint.y) + interactionManager.currentY;
		if((xPoint >= 0 && xPoint < roomManager.roomSize) && (yPoint >= 0 && yPoint < roomManager.roomSize)) {
			if(floorMap[xPoint,yPoint] != 0) {
				result = false;
			}
		} else {
			result = false;
		}
	}
	return result;
}