Help i have some issues

Here is the error console

And script should be posted here and i seem not to understand how i suppose to fix it :C

You need to learn how to properly format your code so that finding errors is not so much a chore (it also helps readability).

You should use spaces instead of tabs when writing code (any good editor will allow this).

You were missing closed braces } in some parts of the code.

I also had to commented out this piece of code

if(CeighbourCount(neighbour) == 26)
{
    Destroy(worldBlocks[(int)neighbour.x,(int)neighbour.y,(int)neighbour.z].block);
    worldBlocks[(int)neighbour.x,(int)neighbour.y,(int)neighbour.z] = null;
}

because there is no such function called CeighbourCount() (or anything similar) local to the class .

Once I properly formatted your code and made it more readable I was easily able to fix all errors going by Unity’s error console (many of the errors were fixed just by properly formatting the code for readability).

using UnityEngine;
using System.Collections;

public class Block
{
    public int type;
    public bool vis;
    public GameObject block;

    public Block(int t, bool v, GameObject b)
    {
        type = t;
        vis = v;
        block = b;
    }
}

public class GenerateLandscape : MonoBehaviour
{
    public static int width = 64;
    public static int depth = 64;
    public static int height = 128;
    public int heighScale = 20;
    public int heighOffset = 100;
    public float detailScale = 25.0f;

    public GameObject grassBlock;
    public GameObject dirtBlock;
    public GameObject stoneBlock;
    public GameObject cloudBlock;
    public GameObject diamondBlock;
    public GameObject ironBlock;
    public GameObject coalBlock;

    Block[,,] worldBlocks = new Block[width,height,depth];

    // Use this for initialization
    void Start () 
    {
        int seed = (int)Network.time * 10;
        for(int z = 0; z < depth; z++)
        {
            for(int x = 0; x < width; x++)
            {
                int y = (int)(Mathf.PerlinNoise ((x + seed) / detailScale, (z + seed) / detailScale) * heighScale) + heighOffset;
                Vector3 blockPos = new Vector3(x,y,z);

                CreateBlock(y, blockPos, true);
                while(y > 0)
                {
                    y--;
                    blockPos = new Vector3 (x, y, z);
                    CreateBlock (y, blockPos, false);
                }
            }
        }

        DrawClouds (20, 100);
        DigMines (5, 500);
    }

    void DrawClouds(int numClouds, int cSize)
    {
        for(int i = 0; i < numClouds; i++)
        {
            int xpos = Random.Range (0, width);
            int zpos = Random.Range (0, depth);
            for(int j = 0; j < cSize; j++)
            {
                Vector3 blockPos = new Vector3 (xpos, height - 1, zpos);
                GameObject newBlock = (GameObject) Instantiate (cloudBlock, blockPos, Quaternion.identity);
                worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z] = new Block(4, true, newBlock);
                xpos += Random.Range (-1, 2);
                zpos += Random.Range (-1, 2);
                if (xpos < 0 || xpos >= width)
                    xpos = width/2; 
                if (zpos < 0 || zpos >= depth)
                    zpos = depth/2;
            }
        }
    }

    void DigMines(int numMines, int mSize)
    {
        int holeSize = 2;
        for(int i = 0; i < numMines; i++)
        {
            int xpos = Random.Range (10, width - 10);
            int ypos = Random.Range (10, height - 10);
            int zpos = Random.Range (10, depth - 10);
            for(int j = 0; j < mSize; j++)
            {
                for(int x = -holeSize; x <= holeSize; x++)
                for(int y = -holeSize; y <=holeSize; y++)
                for(int z = -holeSize; z <= holeSize; z++)
                {
                    if(!(x == 0 && y == 0 && z == 0))
                    {
                        Vector3 blockPos = new Vector3(xpos+x, ypos+y, zpos+z);
                        if ((worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z] != null) &&
                            (worldBlocks [(int)blockPos.x, (int)blockPos.y, (int)blockPos.z].block != null))
                        {
                            Destroy (worldBlocks [(int)blockPos.x, (int)blockPos.y, (int)blockPos.z].block);
                        }
                        worldBlocks[(int)blockPos.x, (int)blockPos.y, (int)blockPos.z] = null;
                    }
                }

                xpos += Random.Range (-1, 2);
                zpos += Random.Range (-1, 2);
                ypos += Random.Range (-1, 2);
                if(xpos < holeSize || xpos >= width - holeSize)
                    xpos = width/2;
                if(ypos < holeSize || ypos >= height - holeSize)
                    ypos = height/2;
                if(zpos < holeSize || zpos >= depth - holeSize)
                    zpos = depth/2;
            }
        }
        for(int z = 1; z < depth-1; z++)
        {
            for(int x = 1; x < width-1; x++)
            {
                for(int y = 1; y < height-1; y++)
                {
                    if(worldBlocks[x,y,z] == null)
                    {
                        for(int x1 = -1; x1 <=1; x1++)
                        {
                            for(int y1 = -1; y1 <=1; y1++)
                            {
                                for(int z1 = -1; z1 <= 1; z1++)
                                {
                                    if(!(x1 == 0 && y1 == 0 && z1 == 0))
                                    {
                                        Vector3 neighbour = new Vector3(x+x1, y+y1, z+z1);
                                        DrawBlock(neighbour);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }

    void CreateBlock(int y, Vector3 blockPos, bool create)
    {
        GameObject newBlock = null;
        if(y > 115)
        {
            if(create)
                newBlock = (GameObject) Instantiate(grassBlock,blockPos, Quaternion.identity);

            worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z] = new Block(1, create, newBlock);
        }
        else if(y > 105)
        {
            if(create)
                newBlock = (GameObject) Instantiate(dirtBlock,blockPos, Quaternion.identity);

            worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z] = new Block(2, create, newBlock);
        }
        else
        {
            if(create)
                newBlock = (GameObject) Instantiate(dirtBlock,blockPos, Quaternion.identity);

            worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z] = new Block(3, create, newBlock);
        }

        if(y > 83 && y < 75 && Random.Range(0,72) < 10)
        {
            if(create)
                newBlock = (GameObject) Instantiate(coalBlock,blockPos, Quaternion.identity);

            worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z] = new Block(7, create, newBlock);
        }

        if(y > 85 && y < 70 && Random.Range(0,60) < 10)
        {
            if(create)
                newBlock = (GameObject) Instantiate(ironBlock,blockPos, Quaternion.identity);

            worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z] = new Block(6, create, newBlock);
        }

        if(y > 80 && y < 85 && Random.Range(0,100) < 10)
        {
            if(create)
                newBlock = (GameObject) Instantiate(diamondBlock,blockPos, Quaternion.identity);

            worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z] = new Block(5, create, newBlock);
        }
    }

    void DrawBlock(Vector3 blockPos)
    {
        if(worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z] == null) return;

        if(!worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z].vis)
        {
            GameObject newBlock = null;
            worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z].vis = true;
            if(worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z].type == 1)
                newBlock = (GameObject) Instantiate(grassBlock,blockPos, Quaternion.identity);
            else if(worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z].type == 2)
                newBlock = (GameObject) Instantiate(dirtBlock,blockPos, Quaternion.identity);
            else if(worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z].type == 6)
                newBlock = (GameObject) Instantiate(ironBlock,blockPos, Quaternion.identity);
            else if(worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z].type == 7)
                newBlock = (GameObject) Instantiate(coalBlock,blockPos, Quaternion.identity);
            else if(worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z].type == 3)
                newBlock = (GameObject) Instantiate(stoneBlock,blockPos, Quaternion.identity);
            else
                worldBlocks[(int)blockPos.x,(int)blockPos.y,(int)blockPos.z].vis = false;

            if (newBlock != null)
                worldBlocks [(int)blockPos.x, (int)blockPos.y, (int)blockPos.z].block = newBlock;
        }
    }

    void CheckObscuredNeighbours(Vector3 blockPos) 
    {
        for(int x = -1; x <=1; x++)
        {
            for(int y = -1; y <=1; y++)
            {
                for(int z = -1; z <= 1; z++)
                {
                    if(!(x == 0 && y == 0 && z == 0))
                    {
                        Vector3 neighbour = new Vector3(blockPos.x+x,  blockPos.y+y, blockPos.z+z);

                        //if it is outside the map
                        if (neighbour.x <  1 || neighbour.x > width-2 ||
                            neighbour.y < 1 || neighbour.y > height-2 ||
                            neighbour.z < 1 || neighbour.z > depth-2) continue;

                        if (worldBlocks[(int)neighbour.x,(int)neighbour.y,(int)neighbour.z] != null)
                        {
/*
                            if(CeighbourCount(neighbour) == 26)
                            {
                                Destroy(worldBlocks[(int)neighbour.x,(int)neighbour.y,(int)neighbour.z].block);
                                worldBlocks[(int)neighbour.x,(int)neighbour.y,(int)neighbour.z] = null;
                            }
*/
                        }
                    }
                }
            }
        }
    }

    // Update is called once per frame
    void Update ()
    {
        if(Input.GetMouseButtonDown (0)) 
        {
            RaycastHit hit;
            Ray ray = Camera.main.ScreenPointToRay (new Vector3 (Screen.width / 2.0f, Screen.height / 2.0f, 0));
            if (Physics.Raycast (ray, out hit, 1000.0f)) 
            {
                Vector3 blockPos = hit.transform.position;

                //this is the bottom block. Don't delte it.
                if((int)blockPos.y == 0) return;

                worldBlocks [(int)blockPos.x, (int)blockPos.y, (int)blockPos.z] = null;

                Destroy (hit.transform.gameObject);

                for(int x = -1; x <= 1; x++)
                {
                    for(int y= -1; y <=1; y++)
                    {
                        for(int z = -1; z <= 1; z++)
                        {
                            if(!(x == 0 && y == 0 && z == 0))
                            {
                                Vector3 neighbour = new Vector3 (blockPos.x + x, blockPos.y + y, blockPos.z + z);
                                DrawBlock (neighbour);
                            }
                        }
                    }
                }
            }
        }
        else if(Input.GetMouseButtonDown(1))
        {
            RaycastHit hit;
            Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width/2.0f, Screen.height/2.0f, 0));
            if(Physics.Raycast(ray, out hit, 1000.0f))
            {
                Vector3 blockPos = hit.transform.position;
                Vector3 hitVector = blockPos - hit.point;

                hitVector.x = Mathf.Abs(hitVector.x);
                hitVector.y = Mathf.Abs(hitVector.y);
                hitVector.z = Mathf.Abs(hitVector.z);

                if(hitVector.x > hitVector.z && hitVector.x > hitVector.y)
                blockPos.x -= (int) Mathf.RoundToInt(ray.direction.x);
                else if(hitVector.y > hitVector.x && hitVector.y > hitVector.z)
                blockPos.y -= (int) Mathf.RoundToInt(ray.direction.y);
                else
                blockPos.z -= (int) Mathf.RoundToInt(ray.direction.z);

                CreateBlock((int) blockPos.y, blockPos,true);
            }
        }    
    }
}

Next time you should be able to fix something like this yourself.