Ejemplo n.º 1
0
        void Start()
        {
            Vector3 pos = Vector3.zero;

            for (int i = 0; i < 10; i++) // If the count is < 10 add more chunks to be spawned at start
            {
                if (chunks.Count > 0)
                {
                    LevelChunk prevChunk = chunks[chunks.Count - 1]; // Counts one more chunk in the list
                    pos = prevChunk.connectionPoint.position;        // gets the previous chunks connection point based off the levelChunk class
                }

                // Randomizes the range of x and y positions that new chunks can spawn in
                float x = Random.Range(-1, 2);
                pos.x += x;
                float y = Random.Range(-2, 2);
                pos.y += y;

                // Sets the z position to always be zero when a chunk spawns
                float z = 0;
                pos.z = z;

                LevelChunk newChunk = Instantiate(prefab, pos, Quaternion.identity);
                // TODO: prefab2 doesnt spawn in correct area
                LevelChunk newChunk2 = Instantiate(prefab2, pos, Quaternion.identity);
                chunks.Add(newChunk);
                chunks.Add(newChunk2);
            }
        }
Ejemplo n.º 2
0
        void Start()
        {
            Vector3 pos = Vector3.zero;

            for (int i = 0; i < 10; i++) // If the count is < 10 add more chunks to be spawned at start
            {
                if (chunks.Count > 0)
                {
                    LevelChunk prevChunk = chunks[chunks.Count - 1]; // Counts one more chink in the list
                    pos = prevChunk.connectionPoint.position;        // gets the previous chunks connection point based off the evelChunk class
                }

                //float y = Random.Range(-2, 2f);
                //pos.y += y;

                LevelChunk newChunk = Instantiate(prefab, pos, Quaternion.identity);
                // TODO: prefab2 doesnt spawn in correct area
                LevelChunk newChunk2 = Instantiate(prefab2, pos, Quaternion.identity);
                chunks.Add(newChunk);
                //chunks.Add(newChunk2);
            }
        }