void GenerateStars() { GenerateHumanHomeStar(); // generate the human home system int starCount = gameDataRef.TotalSystems; for (int i = 0; i < starCount; i++) { Vector3 starLoc = DetermineStarLocation(); StarData newStar = new StarData(); newStar = GenerateGameObject.CreateNewStar(); // this creates the star and adds the data/accessor components // if the star type is 'no star', break this loop, and if it is too high (no specials or wolf rayet yet) no star either (yet) if ((int)newStar.SpectralClass >= 12) { newStar.SpectralClass = StarData.eSpectralClass.NoStar; } if (newStar.SpectralClass == 0) { continue; } newStar.SetWorldLocation(starLoc); gData.AddStarDataToList(newStar); } gData.galaxyIsGenerated = true; // add more checks here }
void GenerateNebulas() { int nebulaCount = Random.Range(0, 3); for (int x = 0; x < nebulaCount; x++) { GenerateGameObject.GenerateNebula(); } }
public void UnBind() { _generateCell = null; _scrollRect = null; _list = null; _cell = null; _existence.Clear(); _buffer.Clear(); _existence = null; _scrollRect = null; }
public BindingHelperForList(ScrollRect scrollRect, IBindableList <T> list, GameObject cell, Model model, GenerateGameObject generateCell) { _scrollRect = scrollRect; _list = list; _cell = cell; _model = model; _generateCell = generateCell; if (_model == Model.OneTime) { OnListChanged(_list); } else if (_model == Model.OneWay) { OnListChanged(_list); _list.OnListChanged += OnListChanged; } }
void GeneratePlanets() { // populate the planet tables GenerateGameObject.PopulatePlanetGenerationTables(); GenerateGameObject.PopulateRegionTypeTables(); // populate the planet trait and region data lists gData.PopulatePlanetTraitList(DataManager.planetTraitDataList); // move the static version to a public version? may not need this gData.PopulateRegionDataList(GenerateGameObject.regionTypeDataList); // run the planet generation routines for each star foreach (StarData star in gData.GalaxyStarDataList) { GenerateGameObject.CreateSystemPlanets(star); //foreach (PlanetData planet in star.PlanetList) // gData.AddPlanetDataToList(planet); } }