void GenerateBatlleForTheSun() { center = Vector3.zero; distance = config.battleSize.value; float halfDistance = distance / 2; Vector3 team1Pos = center + Vector3.forward * halfDistance; Vector3 team2Pos = center - Vector3.forward * halfDistance; float teamOffset = 250; GenerateShips(team1Pos + Vector3.forward * (halfDistance + teamOffset), team2Pos - Vector3.forward * (halfDistance + teamOffset)); sunSystem = SunSystem.Random(new LineBounds(distance * .33f, distance * .33f), new LineBounds <int>(1, 13)); GenerateEnvironment(center, sunSystem); var station1 = new StationInitializerModel(teams[0]).Init(team1Pos - new Vector3(0, 0, 100), Quaternion.LookRotation(Vector3.forward, Vector3.up)); var station2 = new StationInitializerModel(teams[1]).Init(team2Pos + new Vector3(0, 0, 100), Quaternion.LookRotation(Vector3.forward * -1, Vector3.up)); { var o = station1.AddMyComponent <Obstacle>(); o.radius = 250; navigation.AddObstacle(o); o = station2.AddMyComponent <Obstacle>(); o.radius = 250; navigation.AddObstacle(o); } station1.AddMyComponent <SatelliteBehaviour>().SetSun(sun.transform, Vector3.Distance(team1Pos, sun.transform.position), station1.transform.up); station2.AddMyComponent <SatelliteBehaviour>().SetSun(sun.transform, Vector3.Distance(team2Pos, sun.transform.position), station1.transform.up); ships.Add(station1); ships.Add(station2); teams[0].AddGoal(new DestroyObjectGoal(station2)); teams[1].AddGoal(new DestroyObjectGoal(station1)); foreach (var t in teams) { t.GetType().GetMethod("Lock", BindingFlags.Instance | BindingFlags.NonPublic).Invoke(t, new object[] { 0, (int)Random.value * int.MaxValue }); } _updaters.Add(new RespawnBehaviour(teams, new Transform[] { station1.transform, station2.transform }, new float[] { distance + teamOffset, distance + teamOffset }, 25)); }