void Start()
    {
        m_BasicSP = new BasicSP<FlockEntity>(new Vector3i(SpatialDivide, SpatialDivide, SpatialDivide), new Vector3(-50f, -50f, -50f), new Vector3(50f, 50f, 50f));

        for (int i = 0; i < Quantity; i++)
        {
            FlockEntity entity = Instantiate(EntityPrefab).GetComponent<FlockEntity>();
            m_Entities.Add(entity);

            // Group them under manager so they dont swamp the scene hierarchy
            entity.transform.parent = transform;
            entity.m_Velocity = Vector3.forward;
            entity.transform.position = Random.insideUnitSphere * 10;
        }
    }
Example #2
0
    void Start()
    {
        m_BasicSP = new BasicSP <FlockEntity>(new Vector3i(SpatialDivide, SpatialDivide, SpatialDivide), new Vector3(-50f, -50f, -50f), new Vector3(50f, 50f, 50f));

        for (int i = 0; i < Quantity; i++)
        {
            FlockEntity entity = Instantiate(EntityPrefab).GetComponent <FlockEntity>();
            m_Entities.Add(entity);

            // Group them under manager so they dont swamp the scene hierarchy
            entity.transform.parent   = transform;
            entity.m_Velocity         = Vector3.forward;
            entity.transform.position = Random.insideUnitSphere * 10;
        }
    }