void FixFalseFloors()
    {
        Vector3    streetPos  = new Vector3(transform.position.x, transform.position.y + 0.01f, transform.position.z);
        GameObject firstFloor = null;

        for (int i = 0; i < falseFloors - 1; i++)
        {
            Vector3    nextLevel = new Vector3(streetPos.x, streetPos.y + (falseFloorHeight * (i + 1)) + (falseFloorHeight / 2), streetPos.z);
            GameObject nextFloor = Instantiate(fFloor, nextLevel, transform.rotation);
            nextFloor.name = "false floor";
            floors[i]      = nextFloor;
            if (i == 0)
            {
                nextFloor.transform.SetParent(transform);
                firstFloor = nextFloor;
            }
            else
            {
                nextFloor.transform.SetParent(floors[i - 1].transform); //stacks self as child chain
            }
        }
        //get gFloor
        gfi = transform.GetChild(0).GetComponent <GroundFloorInteraction>();
        //assign false floors
        if (firstFloor != null)
        {
            gfi.falseFloorStack = firstFloor;
        }
        //spawn upper
        gfi.SpawnUpper();
        gfi.ColorChangeGround();
    }
Example #2
0
 private void Start()
 {
     gScript = GetComponentInParent <GroundFloorInteraction>();
 }