Ejemplo n.º 1
0
    void growTrees(float xStart, float xRange, float angRange)
    {
        Debug.Log("growing trees");

        for (int i = 0; i < treeCount; i++)
        {
            float dis = Random.Range(xStart, xRange);
            float ang = Random.Range(0, angRange);
            int   tId = Random.Range(0, trees.Length);
            Debug.Log("grew tree with tid: " + tId);

            PolarToCartesian randLoc = new PolarToCartesian(dis, ang);

            GameObject treeInstance = (GameObject)Instantiate(trees[tId], new Vector3(randLoc.x + terrainCenter, 0, randLoc.y + terrainCenter), Quaternion.identity);
            treeInstance.name = treeFabNames[tId] + i;
            treeInstance.gameObject.transform.LookAt(new Vector3(150, 0, 150));
        }
    }
Ejemplo n.º 2
0
    void placeHuntees(float xStart, float xRange, float angRange)
    {
        Debug.Log("growing trees");

        for (int i = 0; i < hunteeCount; i++)
        {
            float dis = Random.Range(xStart, xRange);
            float ang = Random.Range(0, angRange);
            int   hId = Random.Range(0, huntees.Length);
            Debug.Log("hid: " + hId);

            PolarToCartesian randLoc = new PolarToCartesian(dis, ang);

            GameObject hunteeInstance = (GameObject)Instantiate(huntees[hId], new Vector3(randLoc.x + terrainCenter, 2.5f, randLoc.y + terrainCenter), Quaternion.identity);
            hunteeInstance.name = hunteeFabNames[hId] + i;
            hunteeInstance.gameObject.transform.LookAt(new Vector3(150, 0, 150));

            hunteeInstances.Add(hunteeInstance);
        }
    }