Beispiel #1
0
        protected override void Execute()
        {
            // Create four walls:
            for (int i = 0; i < 4; i++)
            {
                Vector3 localPosition = new Vector3();
                switch (i)
                {
                case 0:
                    localPosition = new Vector3(-(Width - 1) * 0.5f, 0, 0);                         // left
                    break;

                case 1:
                    localPosition = new Vector3(0, 0, (Depth - 1) * 0.5f);                         // back
                    break;

                case 2:
                    localPosition = new Vector3((Width - 1) * 0.5f, 0, 0);                         // right
                    break;

                case 3:
                    localPosition = new Vector3(0, 0, -(Depth - 1) * 0.5f);                         // front
                    break;
                }
                SimpleRow newRow = CreateSymbol <SimpleRow>("wall", localPosition, Quaternion.Euler(0, i * 90, 0));
                newRow.Initialize(i % 2 == 1 ? Width : Depth, wallStyle);
                newRow.Generate();
            }

            // Continue with a stock or with a roof (random choice):
            float randomValue = Random.value;

            if (randomValue < stockContinueChance)
            {
                SimpleStock nextStock = CreateSymbol <SimpleStock>("stock", new Vector3(0, 1, 0));
                nextStock.Initialize(Width, Depth, wallStyle, roofStyle);
                nextStock.Generate(buildDelay);
            }
            else
            {
                SimpleRoof nextRoof = CreateSymbol <SimpleRoof>("roof", new Vector3(0, 1, 0));
                nextRoof.Initialize(Width, Depth, roofStyle, wallStyle);
                nextRoof.Generate(buildDelay);
            }
        }
Beispiel #2
0
        void CreateNextPart()
        {
            // randomly continue with a roof or a stock:
            if (newWidth <= 0 || newDepth <= 0)
            {
                return;
            }

            float randomValue = Random.value;

            if (randomValue < roofContinueChance)             // continue with the roof
            {
                SimpleRoof nextRoof = CreateSymbol <SimpleRoof>("roof");
                nextRoof.Initialize(newWidth, newDepth, roofStyle, wallStyle);
                nextRoof.Generate(buildDelay);
            }
            else                 // continue with a stock
            {
                SimpleStock nextStock = CreateSymbol <SimpleStock>("stock");
                nextStock.Initialize(newWidth, newDepth, wallStyle, roofStyle);
                nextStock.Generate(buildDelay);
            }
        }