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 | using UnityEngine;
 public class Map :Object {
 private static GameObject planePrefab = Resources.Load<GameObject>("Prefabs/Plane");
 private static GameObject fencePrefab = Resources.Load<GameObject>("Prefabs/Fence");
 private static GameObject triggerPrefab = Resources.Load<GameObject>("Prefabs/Trigger");
 
 public void LoadMap() {
 LoadPlane();
 LoadFences();
 LoadWalls();
 LoadTriggers();
 }
 
 public void LoadPlane() {
 GameObject plane = Instantiate(planePrefab);
 plane.transform.position = new Vector3(0, 0, 0);
 }
 
 public void LoadFences() {
 int[,] exist = { { 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 } };
 for (int i = -13; i <= 14; i++) {
 for (int j = 0; j <= 1; j++) {
 if (exist[j, i + 13] == 1) {
 GameObject fence1 = Instantiate(fencePrefab);
 fence1.transform.position = new Vector3(10 * j - 5, 0, (i - 1) * 1.1f);
 fence1.transform.rotation = Quaternion.Euler(0, 90, 0);
 }
 if (exist[j, i + 13] == 1) {
 GameObject fence2 = Instantiate(fencePrefab);
 fence2.transform.position = new Vector3(i * 1.1f, 0, 10 * j - 5);
 fence2.transform.rotation = Quaternion.Euler(0, 0, 0);
 }
 }
 }
 }
 
 public void LoadWalls() {
 for (int i = -13; i <= 14; i++) {
 for (int j = 0; j <= 1; j++) {
 GameObject fence1 = Instantiate(fencePrefab);
 fence1.transform.position = new Vector3(30 * j - 15, 0, (i - 1) * 1.1f);
 fence1.transform.rotation = Quaternion.Euler(0, 90, 0);
 GameObject fence2 = Instantiate(fencePrefab);
 fence2.transform.position = new Vector3(i * 1.1f, 0, 30 * j - 15);
 fence2.transform.rotation = Quaternion.Euler(0, 0, 0);
 }
 }
 }
 
 public void LoadTriggers() {
 for (int i = -10, index = 0; i <= 10; i += 10) {
 for (int j = -10; j <= 10; j += 10) {
 GameObject trigger = Instantiate(triggerPrefab);
 trigger.transform.position = new Vector3(i, 0, j);
 AreaCollider collider = trigger.AddComponent<AreaCollider>();
 collider.sign = ++index;
 trigger.name = "Trigger" + index;
 }
 }
 }
 }
 
 |