public void RoadEnded() { Debug.Log("RoadEnded.Creating new road !"); FourLaneRoadStraight newRoad = Instantiate(FourLaneRoadStraightPrefab); newRoad.transform.parent = world.transform; if (currentEndObject.CurrentDirection == Road.direction.right) { newRoad.transform.Rotate(0, 90, 0); newRoad.transform.position = new Vector3(currentEndObject.transform.position.x + currentEndObject.length, currentEndObject.transform.position.y, currentEndObject.transform.position.z); } else if (currentEndObject.CurrentDirection == Road.direction.straight) { newRoad.transform.position = new Vector3(currentEndObject.transform.position.x, currentEndObject.transform.position.y, currentEndObject.transform.position.z + currentEndObject.length); } currentEndObject = newRoad; }
// Start is called before the first frame update void Start() { GameObject newWorld = GameObject.Instantiate(world); newWorld.transform.position = new Vector3(0, 0, 0); world = newWorld; FourLaneRoadStraight firstRoad = Instantiate(FourLaneRoadStraightPrefab); firstRoad.transform.parent = newWorld.transform; FourLaneRoadStraight secondRoad = Instantiate(FourLaneRoadStraightPrefab); secondRoad.transform.parent = newWorld.transform; Debug.Log("Road.length : " + firstRoad.length); secondRoad.transform.position = new Vector3(firstRoad.transform.position.x, firstRoad.transform.position.y, firstRoad.transform.position.z + firstRoad.length); currentEndObject = secondRoad; StartCoroutine(NPCSpawner()); }