Beispiel #1
0
    void Start()
    {
        EScube.GetComponent <Renderer>().material        = m1;
        Esmall_sphere.GetComponent <Renderer>().material = m1;
        ECube.GetComponent <Renderer>().material         = m1;
        EScylinder.GetComponent <Renderer>().material    = m1;
        EBslab.GetComponent <Renderer>().material        = m1;

        Fsmall_sphere.GetComponent <Renderer>().material = m2;
        FScylinder.GetComponent <Renderer>().material    = m2;

        player.GetComponent <Renderer>().material = m2;



        // A 1  cubes
        zed = 15; why = 0.5f; ex = -3.75f; space = 1.15f;
        Instantiate(ECube, new Vector3(ex, why, zed), Quaternion.identity);
        Instantiate(ECube, new Vector3(-ex, why, zed), Quaternion.identity);

        ex += space;
        for (int i = 0; i < 3; i++)
        {
            Instantiate(ECube, new Vector3(ex, why, zed), Quaternion.identity);
            Instantiate(ECube, new Vector3(-ex, why, zed), Quaternion.identity);
            zed += space;
        }
        // 1 FScyliner
        ex = -1.75f; why = 0.2f; zed = 15; space = 0.583f;

        for (int j = 0; j < 6; j++)
        {
            for (int i = 0; i < 7; i++)
            {
                Instantiate(FScylinder, new Vector3(ex, why, zed), Quaternion.identity);
                ex += space;
            }
            ex   = -1.75f;
            zed += space;
        }


        //B
        ex = -4; zed = 20;
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 9; j++)
            {
                Instantiate(FScylinder, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(FScylinder, new Vector3(-ex, why, zed), Quaternion.identity);
                zed += space;
            }
            ex += space; zed = 20;
        }

        //c
        //centre
        zed = 30; ex = -space; why = 0.2f;
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 9; j++)
            {
                Instantiate(EScube, new Vector3(ex, why, zed), Quaternion.identity);
                zed += space;
            }
            ex += space; zed = 30;
        }

        zed = 32.2f; ex = -1.5f; why = 0.5f;



        ex = -4; zed = 30; why = 0.25f;
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 9; j++)
            {
                Instantiate(Esmall_sphere, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(Esmall_sphere, new Vector3(-ex, why, zed), Quaternion.identity);
                zed += space;
            }
            ex += space; zed = 30;
        }



        //D

        zed = 42.2f; ex = -1.5f; why = 0.5f;



        ex = -4; zed = 40; why = 0.25f;
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 9; j++)
            {
                Instantiate(Fsmall_sphere, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(Fsmall_sphere, new Vector3(-ex, why, zed), Quaternion.identity);
                zed += space;
            }
            ex += space; zed = 40;
        }



        //E


        ex = -4; zed = 47; why = 0.25f;
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 9; j++)
            {
                Instantiate(Fsmall_sphere, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(Fsmall_sphere, new Vector3(-ex, why, zed), Quaternion.identity);
                zed += space;
            }
            ex += space; zed = 47;
        }

        //centre

        ex = -2.34f; zed = 48.749f; why = 0.25f;
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 9; j++)
            {
                Instantiate(Fsmall_sphere, new Vector3(ex, why, zed), Quaternion.identity);

                ex += space;
            }
            zed += space; ex = -2.34f;
        }



        //F87
        zed = 54; why = 0.5f; ex = -3.75f; space = 1.15f;
        for (int i = 0; i < 2; i++)
        {
            Instantiate(ECube, new Vector3(ex, why, zed), Quaternion.identity);
            Instantiate(ECube, new Vector3(-ex, why, zed), Quaternion.identity);
            zed += space;
        }

        zed = 54f; space = 0.583f;; why = 0.25f; ex = -2.34f;
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 9; j++)
            {
                Instantiate(Fsmall_sphere, new Vector3(ex, why, zed), Quaternion.identity);

                ex += space;
            }
            zed += space; ex = -2.34f;
        }

        // G
        zed = 58; ex = 0;
        Instantiate(EBslab, new Vector3(ex, why, zed), Quaternion.Euler(0, 90, 0));


        zed = 57; why = 0.25f; ex = -4;
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 9; j++)
            {
                Instantiate(Fsmall_sphere, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(Fsmall_sphere, new Vector3(-ex, why, zed), Quaternion.identity);
                zed += space;
            }
            ex += space; zed = 57;
        }
    }
Beispiel #2
0
    void Start()
    {
        LayerEnemy = 11;



        Ecube.GetComponent <Renderer>().material      = m2;// change cl after lasering
        EScube.GetComponent <Renderer>().material     = m1;
        ESsphere.GetComponent <Renderer>().material   = m1;
        Fcylinder.GetComponent <Renderer>().material  = m2;
        FScube.GetComponent <Renderer>().material     = m2;
        player.GetComponent <Renderer>().material     = m1;
        FScylinder.GetComponent <Renderer>().material = m1; // chng color after lasering
        Fcube.GetComponent <Renderer>().material      = m2;



        zed = 0; why = 0.5f; ex = -3.75f; space = 1.15f;
        Instantiate(Ecube, new Vector3(ex, why, zed), Quaternion.identity);
        Instantiate(Ecube, new Vector3(-ex, why, zed), Quaternion.identity);

        ex += space;
        for (int i = 0; i < 8; i++)
        {
            Instantiate(Ecube, new Vector3(ex, why, zed), Quaternion.identity);
            Instantiate(Ecube, new Vector3(-ex, why, zed), Quaternion.identity);
            zed += space;
        }
        // 1 FScyliner
        ex = -1.75f; why = 0.2f; zed = 0; space = 0.583f;

        for (int j = 0; j < 17; j++)
        {
            for (int i = 0; i < 7; i++)
            {
                Instantiate(FScylinder, new Vector3(ex, why, zed), Quaternion.identity);
                ex += space;
            }
            ex   = -1.75f;
            zed += space;
        }



        ex = 0.3f; why = 0.9f; zed = 15; space = 0.6f;;


        // A

        for (int i = 0; i < 14; i++)
        {
            for (int j = 0; j < 7; j++)
            {
                if (!((i == 11 || i == 12) && (j == 0 || j == 1)))
                {
                    if (!((i == 6 || i == 7) && (j == 4 || j == 5 || j == 6 || j == 7)))
                    {
                        Instantiate(Fcylinder, new Vector3(ex, why, zed), Quaternion.identity);
                    }
                    if (!((i == 2 || i == 3) && (j == 4 || j == 5 || j == 6 || j == 7))
                        )
                    {
                        Instantiate(Fcylinder, new Vector3(-ex, why, zed), Quaternion.identity);
                    }
                }

                ex += space;
            }
            ex = 0.3f; zed += space;
        }


        // B
        space = 0.583f;
        zed   = 28.3f; ex = -space; why = 0.2f;

        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 5; j++)
            {
                Instantiate(FScube, new Vector3(ex, why, zed), Quaternion.identity);
                zed += space;
            }
            ex += space; zed = 28.3f;
        }

        ex = -1.2f; zed = 30f;
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 9; j++)
            {
                Instantiate(FScube, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(FScube, new Vector3(-ex, why, zed), Quaternion.identity);
                zed += space;
            }
            ex -= space; zed = 30f;
        }
        zed = 33.5f; ex = -space;
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 5; j++)
            {
                Instantiate(FScube, new Vector3(ex, why, zed), Quaternion.identity);
                zed += space;
            }
            ex += space; zed = 33.5f;
        }
        zed = 28.3f; why = 0.5f; ex = -3.75f; space = 1.15f;

        Ecube.GetComponent <Renderer>().material = m1;
        for (int i = 0; i < 7; i++)
        {
            Instantiate(Ecube, new Vector3(ex, why, zed), Quaternion.identity);
            Instantiate(Ecube, new Vector3(-ex, why, zed), Quaternion.identity);
            zed += space;
        }


        // C
        zed = 40.7f; ex = 0.29f; space = 0.583f; why = 0.2f;
        for (int i = 0; i < 2; i++)
        {
            for (int j = 0; j < 8; j++)
            {
                Instantiate(EScube, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(EScube, new Vector3(-ex, why, zed), Quaternion.identity);
                ex += space;
            }
            zed += space; ex = 0.29f;
        }
        // D


        zed = 45;
        for (int i = 0; i < 2; i++)
        {
            for (int j = 0; j < 8; j++)
            {
                Instantiate(FScube, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(FScube, new Vector3(-ex, why, zed), Quaternion.identity);
                ex += space;
            }
            zed += space; ex = 0.29f;
        }


        for (int i = 0; i < 5; i++)
        {
            for (int j = 0; j < 2; j++)
            {
                Instantiate(FScube, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(FScube, new Vector3(-ex, why, zed), Quaternion.identity);
                ex += space;
            }
            zed += space; ex = 0.29f;
        }

        for (int i = 0; i < 2; i++)
        {
            for (int j = 0; j < 8; j++)
            {
                Instantiate(FScube, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(FScube, new Vector3(-ex, why, zed), Quaternion.identity);
                ex += space;
            }
            zed += space; ex = 0.29f;
        }



        // E
        zed = 59;

        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 8; j++)
            {
                Instantiate(FScube, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(FScube, new Vector3(-ex, why, zed), Quaternion.identity);
                ex += space;
            }
            zed += space; ex = 0.29f;
        }


        // F
        zed += 5;

        for (int i = 0; i < 2; i++)
        {
            for (int j = 0; j < 6; j++)
            {
                Instantiate(FScube, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(FScube, new Vector3(-ex, why, zed), Quaternion.identity);
                ex += space;
            }
            zed += space; ex = 0.29f;
        }

        for (int i = 0; i < 2; i++)
        {
            for (int j = 0; j < 4; j++)
            {
                Instantiate(FScube, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(FScube, new Vector3(-ex, why, zed), Quaternion.identity);
                ex += space;
            }
            zed += space; ex = 0.29f;
        }

        for (int i = 0; i < 20; i++)
        {
            for (int j = 0; j < 6; j++)
            {
                Instantiate(FScube, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(FScube, new Vector3(-ex, why, zed), Quaternion.identity);
                ex += space;
            }
            zed += space; ex = 0.29f;
        }
        ex = -4; zed = 66; space = 1.15f;
        for (int i = 0; i < 13; i++)
        {
            Instantiate(Ecube, new Vector3(ex, why, zed), Quaternion.identity);
            Instantiate(Ecube, new Vector3(-ex, why, zed), Quaternion.identity);
            zed += space;
        }

        // last line
        zed = 81f; ex = 0.29f; space = 0.583f; why = 0.2f;
        for (int i = 0; i < 2; i++)
        {
            for (int j = 0; j < 8; j++)
            {
                Instantiate(ESsphere, new Vector3(ex, why, zed), Quaternion.identity);
                Instantiate(ESsphere, new Vector3(-ex, why, zed), Quaternion.identity);
                ex += space;
            }
            zed += space; ex = 0.29f;
        }
    }