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matrix; //0 a 5 : zona habitable + //Diferente de 0: zona no habitable + + public GameObject basic_floor; //Plataforma basica + public GameObject basic_floor_father; //Ancla para los suelos + public GameObject nhabitable_floor; //Objecto de zona no habitable + public GameObject light_form; + + public Texture2D[] texture_floor; //Vector con las texturas del suelo + public Texture2D[] texture_wall; //Vector con las texturas de las paredes + + void Start () { + //Variable de instancia temporal + GameObject basic_instance = Instantiate(light_form,new Vector3(0,5,0), Quaternion.identity) as GameObject; + basic_instance.transform.Rotate (lf); + basic_instance.GetComponent ().color = lc; + basic_instance.GetComponent ().intensity = li; + basic_instance = Instantiate(basic_floor_father, new Vector3(0,0,0), Quaternion.identity) as GameObject; + int pos; + GameObject basic_floor_instance; + for(int i = 0; i < vs; i++){ + for(int j = 0; j < hs; j++){ + pos = matrix [i, j]; + if (0 <= pos && pos < 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