var tilePrefab : Transform;
var FloorArray = new Array();
var nameN : int = 0;
var gridY = 10;
var gridX = 10;
function Start () {
// if you change the SIZE of the TILEFLOOR PREFAB remember to change the Instantiate sizes
for(var x : int = 0; x < gridX; x++){
for( var y : int = 0; y < gridY; y++){
Instantiate(tilePrefab, Vector3(x * .5,0, y * .5) ,Quaternion.identity);
FloorArray.Add(tilePrefab.name + nameN);
print(FloorArray);
}
}
}
ok so i am trying to make it so that the tile prefab increments its number for each clone it makes… but it isn’t coming out good.
then i want to create a multidimensional array and put the y’s in the second spot and the x’s in the first slot? how can i do this?
In order to name each instance created with “something” + nameN you must get a reference to the new object and change its name:
...
var tile:Transform = Instantiate(tilePrefab, Vector3(x * .5,0, y * .5) ,Quaternion.identity);
tile.name = "Tile"+nameN.ToString();
...
I didn’t get what you want to do with the multidimensional array. Can you give some example?
basically what i want for the arrays is to create an x and y grid pattern so bottom left is tile (0,0) or tile_x0_y0 and then the tile to the right of that is (0,1) or tile_x0_y1. i am then going to have all about 20 tiles of each and create a basic grid so that i can tell my characters where i want them to go.
var floorArray : GameObject[,];
...
floorArray = new GameObject[gridX,gridY];
for(var x : int = 0; x < gridX; x++){
for( var y : int = 0; y < gridY; y++){
floorArray[x,y] = Instantiate(tilePrefab, Vector3(x * .5,0, y * .5) ,Quaternion.identity) as GameObject;
}
}
so i wasn't to far off, thats nice to know. lol i am getting somewhere!
so if i get this right the part where its floorArray = new GameObject [gridX,gridY]; that parts just defining how big the array is right? then at the bottom though i dont under stand how it knows which one of the x or the y to put it into in this part floorArray[x,y] = Instantiate(tilePrefab, Vector3(x * .5,0, y * .5) ,Quaternion.identity) as GameObject; does that make sense what i am asking? i just want to learn from it and not have my game be abunch of random code that i dont even understand my self.
basically what i want for the arrays is to create an x and y grid pattern so bottom left is tile (0,0) or tile_x0_y0 and then the tile to the right of that is (0,1) or tile_x0_y1. i am then going to have all about 20 tiles of each and create a basic grid so that i can tell my characters where i want them to go.
– IMTRIGGERHAPPY9