Ejemplo n.º 1
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    /*
     * Responsible for the heavy lifting of creating the altered ramp object using the base prefab along with the given
     * parameter ranges
     */
    public void GenerateRamp()
    {
        // Instantiates a new gameObject instance of the rampPrefab
        GameObject generatedRamp = (GameObject)Instantiate(rampPrefab);

        // Creates a scaling vector for all the dimensions of the ramp and applies it to its localScale
        length = RandomGeneration.CalculateRandomFloatRange(minLength, maxLength, seedValue);
        height = RandomGeneration.CalculateRandomFloatRange(minHeight, maxHeight, seedValue);
        width  = RandomGeneration.CalculateRandomFloatRange(minWidth, maxWidth, seedValue);
        Vector3 rampScalingFactor = new Vector3(length, height, width);

        generatedRamp.transform.localScale = rampScalingFactor;

        // Positions ramp within its scenario and sets it as child of overall scenario gameObject
        generatedRamp.transform.position = RandomGeneration.RandomVector3WithinBounds(minStart, maxStart, seedValue);
        generatedRamp.transform.SetParent(scenarioParent, false);
    }
    /*
     * Responsible for the heavy lifting of creating the altered seesaw object using the base prefab along with the given
     * parameter ranges
     */
    public void GenerateSeesaw()
    {
        // Instantiates a new gameObject instance of the seesawPrefab
        GameObject generatedSeesaw = (GameObject)Instantiate(seesawPrefab);

        // Creates a scaling vector for all the dimensions of the seesaw and applies it to its localScale
        Vector3 seesawScalingFactor = new Vector3(
            RandomGeneration.CalculateRandomFloatRange(minLength, maxLength, seedValue),
            RandomGeneration.CalculateRandomFloatRange(minHeight, maxHeight, seedValue),
            RandomGeneration.CalculateRandomFloatRange(minWidth, maxWidth, seedValue));

        generatedSeesaw.transform.localScale = seesawScalingFactor;

        // Positions seesaw within its scenario and sets it as child of overall scenario gameObject
        generatedSeesaw.transform.position = RandomGeneration.RandomVector3WithinBounds(minStart, maxStart, seedValue);
        generatedSeesaw.transform.SetParent(scenarioParent, false);
    }
    /*
     * Responsible for the heavy lifting of creating the altered seesaw object using the base prefab along with the given
     * parameter ranges
     */
    public void GenerateObstacle()
    {
        // Instantiates a new gameObject instance of the obstacle
        int selectedPrefabIndex = Random.Range(0, prefabOptions.Length);

        generatedObstacle = (GameObject)Instantiate(prefabOptions[selectedPrefabIndex]);

        // Creates a scaling vector for all the dimensions of the seesaw and applies it to its localScale
        length = RandomGeneration.CalculateRandomFloatRange(minLength, maxLength, seedValue);
        height = RandomGeneration.CalculateRandomFloatRange(minHeight, maxHeight, seedValue);
        width  = RandomGeneration.CalculateRandomFloatRange(minWidth, maxWidth, seedValue);
        //Vector3 obstacleScalingFactor = new Vector3(
        //    RandomGeneration.CalculateRandomFloatRange(minLength, maxLength, seedValue),
        //    RandomGeneration.CalculateRandomFloatRange(minHeight, maxHeight, seedValue),
        //    RandomGeneration.CalculateRandomFloatRange(minWidth, maxWidth, seedValue));
        Vector3 obstacleScalingFactor = new Vector3(length, height, width);

        generatedObstacle.transform.localScale = obstacleScalingFactor;

        // Positions seesaw within its scenario and sets it as child of overall scenario gameObject
        generatedObstacle.transform.position = RandomGeneration.RandomVector3WithinBounds(minStart, maxStart, seedValue);
        generatedObstacle.transform.SetParent(scenarioParent, false);
    }