void Start() { define = FindObjectOfType <DefineWayPoints>(); for (int x = 0; x < 20; x++) { posX = 0; for (int y = 0; y < 20; y++) { posX = x * 4; posY = y * 4; val = grid[x, y]; switch (val) { case "0": Instantiate(land, new Vector3(posX, 0, posY), Quaternion.identity); break; case "1": Instantiate(road, new Vector3(posX, 0, posY), Quaternion.identity); break; } if (val.Length >= 2) { GameObject wayPoint = Instantiate(wayRoad, new Vector3(posX, 0, posY), Quaternion.identity); wayPoint.name = val; } } } define.GenerateList(); }
private void Start() { define = GameObject.Find("WayPoints").GetComponent <DefineWayPoints>(); _wayPoints = define.GetWayPoints(); transform.position = _wayPoints[0].transform.position + new Vector3(0f, 1f, 0f); }