Ejemplo n.º 1
0
    public void Rectanglize()
    {
        int   particle_for_each_edges = (int)(Particles / 4);
        float step = SquareLength / (float)(particle_for_each_edges);

        for (int i = 0; i < particle_for_each_edges; i++)
        {
            for (int j = 0; j < particle_for_each_edges; j++)
            {
                float yy    = -SquareLength / 2 + (i * step);
                float xx    = -SquareLength / 2 + (j * step);
                var   pos   = new Vector3(xx, yy, 0);
                var   child = GameObject.Instantiate(Child, pos, Quaternion.identity);
                child.transform.parent = transform;

                var wanderco = child.GetComponent <WanderCorelated> ();
                if (_wandercoLast)
                {
                    wanderco.Left = _wandercoLast;
                    _wandercoLast = wanderco;
                }

                var sr = child.GetComponent <SpriteRenderer>();
                sr.color = Random.ColorHSV(2f, .4f, .5f, .9f, 0.2f, 0.34f, 0.2f, 0.5f);
            }
        }
    }
Ejemplo n.º 2
0
    public void Circlize()
    {
        for (int i = 0; i < Particles; i++)
        {
            var r   = UnityEngine.Random.insideUnitCircle * InnerCircleRaidus;
            var pos = new Vector3(r.x, r.y, 0);

            var child = GameObject.Instantiate(Child, pos, Quaternion.identity);
            child.transform.parent = transform;

            var wanderco = child.GetComponent <WanderCorelated> ();
            if (wanderco)
            {
                if (_wandercoLast)
                {
                    wanderco.Left = _wandercoLast;
                    _wandercoLast = wanderco;
                }
            }

            var sr = child.GetComponent <SpriteRenderer>();
            sr.color = Random.ColorHSV(2f, .4f, .5f, .9f, 0.3f, 0.45f, 0.2f, 0.5f);
        }
    }