Help generating a 2d map from a text file, onto a mesh grid.

Hi, I’m creating a 2d top to bottom tower game (Line tower wars)
I’m completely lost on how I should go about implementing my map with a grid.
How would I take vertices from a mesh and use them to place my tiles, and also use them for tower placement and pathing etc? I am working in c# , very new to coding, and game dev.
Is there a way to generate a quad mesh?
How do I store my grid points?
Do I use an array, index, dictionary, nodes, or something else?
Please help! Thanks!

My text map (0= playable area (grass), 1 = border wall, 2 = starting/end zone)
111111111111111111111111111111111111111111111111111111111111111111111111111-
12222222122222221222222212222222122222221222222212222222122222221-
12222222122222221222222212222222122222221222222212222222122222221-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
10000000100000001000000010000000100000001000000010000000100000001-
12222222122222221222222212222222122222221222222212222222122222221-
12222222122222221222222212222222122222221222222212222222122222221-
111111111111111111111111111111111111111111111111111111111111111111111111111

Mesh generation script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TileMap : MonoBehaviour {

// Use this for initialization
void Start () {
BuildMesh();
}

void BuildMesh()
{
//Generate mesh data
Vector3[ ] vertices = new Vector3[4];
int[ ] triangles = new int[2 * 3];
Vector3[ ] normals = new Vector3[4];
Vector2[ ] uv = new Vector2[4];

vertices[0] = new Vector3(0,0,0);
vertices[1] = new Vector3(100, 0, 0);
vertices[2] = new Vector3(0, 0, -100);
vertices[3] = new Vector3(100, 0, -100);

triangles[0] = 0;
triangles[1] = 3;
triangles[2] = 2;

triangles[3] = 0;
triangles[4] = 1;
triangles[5] = 3;

normals[0] = Vector3.up;
normals[1] = Vector3.up;
normals[2] = Vector3.up;
normals[3] = Vector3.up;

uv[0] = new Vector2(0, 0);
uv[1] = new Vector2(0, 1);
uv[2] = new Vector2(1, 0);
uv[3] = new Vector2(1, 1);

//Create new Mesh and give mesh data
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.normals = normals;
mesh.uv = uv;

//Assign mesh to filter/renderer/collider
MeshFilter meshFilter = GetComponent();
MeshRenderer meshRenderer = GetComponent();
MeshCollider meshCollider = GetComponent();

meshFilter.mesh = mesh;
}

}

Check out this excellent tutorial (for building tilemap system)

That is exactly the tutorial I used to put together the mesh generator, I’m just not sure how to incorporate my txt map and a grid with it.