Ejemplo n.º 1
0
 public void GenerateStarSystemAll(Queue <SectorStarTransform> _StarPositionList)
 {
     while (_StarPositionList.Count > 0)
     {
         SectorStarTransform _SingleStarPosition = _StarPositionList.Dequeue();
         GenerateStarSystem(_SingleStarPosition, sectorName, sectorGameObject);
     }
     //Debug.Log(_StarPositionList.Count + "_" + _StarSystemSizeList.Count);
 }
Ejemplo n.º 2
0
        public void GenerateStarSystem(SectorStarTransform StarTransform, string sectorName, GameObject sectorGameObject)
        {
            string     ssn = BuildStarSystemName(StarTransform.StarPosition, sectorName);
            GameObject starSystemObject = new GameObject(ssn);

            starSystemObject.AddComponent <MeshFilter>().mesh = sphereMesh;
            starSystemObject.AddComponent <MeshRenderer>();
            starSystemObject.transform.position   = StarTransform.StarPosition;
            starSystemObject.transform.localScale = StarTransform.StarSystemSize;
            starSystemObject.transform.SetParent(sectorGameObject.transform);
            StarSystem i = new StarSystem(StarTransform.starType1, StarTransform.starType2, StarTransform.starType3, StarTransform.StarSystemType, StarTransform.StarPosition, ssn, sector, starSystemObject, galaxy);

            SectorStars.Add(i);
            //Debug.Log("Created StarSystems");
        }
Ejemplo n.º 3
0
        public void GenerateSectorStarPosition()
        {
            sectorType     = SectorTypeGeneration(sectorCoord);
            numSectorStars = GenerateSectorNumStars(sectorType);
            for (int i = 0; i < numSectorStars; i++)
            {
                float          fStarSystemSize = galaxy.randomNumber.Next(1, 10);
                StarType       starType1       = null;
                StarType       starType2       = null;
                StarType       starType3       = null;
                StarSystemType starSystemType  = (StarSystemType)galaxy.randomNumber.Next(0, (int)StarSystemType.COUNT);
                if (starSystemType == StarSystemType.SINGULAR_STAR_SYSTEM)
                {
                    int starType1int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length);
                    starType1 = galaxy.starTypeTable[starType1int];
                }
                else if (starSystemType == StarSystemType.BINARY_STAR_SYSTEM)
                {
                    int starType1int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length);
                    starType1 = galaxy.starTypeTable[starType1int];
                    int starType2int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length);
                    starType2 = galaxy.starTypeTable[starType2int];
                }
                else if (starSystemType == StarSystemType.TRINARY_STAR_SYSTEM)
                {
                    int starType1int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length);
                    starType1 = galaxy.starTypeTable[starType1int];
                    int starType2int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length);
                    starType2 = galaxy.starTypeTable[starType2int];
                    int starType3int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length);
                    starType3 = galaxy.starTypeTable[starType3int];
                }
                SectorStarTransform StarTransform = new SectorStarTransform(new Vector3(galaxy.randomNumber.Next(trueSectorCoord.x, Galaxy.SectorSize + trueSectorCoord.x + 1),
                                                                                        galaxy.randomNumber.Next(trueSectorCoord.y, Galaxy.SectorSize + trueSectorCoord.y + 1),
                                                                                        galaxy.randomNumber.Next(trueSectorCoord.z, Galaxy.SectorSize + trueSectorCoord.z + 1)),
                                                                            new Vector3(fStarSystemSize, fStarSystemSize, fStarSystemSize),
                                                                            starSystemType, starType1, starType2, starType3);

                StarTransformList.Enqueue(StarTransform);
            }
            IsSectorPopulated = true;
            //Debug.Log("Creating star positions");
        }