void chonk(int xLoc, int zLoc) //feed cords like 0,0 5,2 transform.cord / chunk size { bool skip = false; try //find if chunk has already been generated, to not re make current existing chunks { GameObject.Find(xLoc + " " + zLoc).SetActive(true); skip = true; } catch (NullReferenceException) {} //create new chunk if (skip == false) { /* * grid[xLoc,zLoc] = Instantiate (terrain, new Vector3 (0, 0, 0), Quaternion.identity); * * grid[xLoc,zLoc].transform.SetParent(this.transform); * grid[xLoc,zLoc].name = xLoc + " " + zLoc; * * * * grid[xLoc,zLoc].transform.position = new Vector3 (size * xLoc, 0, size * zLoc); * * Map_Gen loc = grid[xLoc,zLoc].GetComponent<Map_Gen> (); * * loc.xLocation = map.xSize * xLoc; * loc.zLocation = map.zSize * zLoc; * * loc.Player = Player; * */ GameObject tr = Instantiate(terrain, new Vector3(0, 0, 0), Quaternion.identity); tr.transform.SetParent(this.transform); tr.name = xLoc + " " + zLoc; Map_Gen loc = tr.GetComponent <Map_Gen> (); tr.transform.position = new Vector3(size * xLoc, 0, size * zLoc); loc.xLocation = map.xSize * xLoc; loc.zLocation = map.zSize * zLoc; loc.Player = Player; loc.World = this.gameObject; } }
void Start() { LoadInts(); map = gameObject.GetComponent <Map_Gen>(); createObj(BigRock, bigRocks, 1, true); createObj(BigFlint, bigFlints, 1, true); createObj(BigOre, bigOres, 1, true); createObj(tree[0], (trees + 1) / 2, 0); createObj(tree[1], (trees + 1) / 2, 0); createObj(log, logs, 2); createObj(small_rock, small_rocks, 1); createObj(grass, grasses, 2); createObj(flint, flints, 1); createObj(bushes, busheses, 2); createObj(flower, flowers, 2); }