public void AddBuildingToGrid(HouseConstructor building) { Chunk chunk = GetChunkByPos(building.building.BuildingCenter); chunk.buildings.Add(building); building.gameObject.SetActive(false); }
public void BuildCity() { city = Parser.GetBuildingsFromJSON(Application.dataPath + "/CityBloc/Scripts/" + geojsonFile.name + ".json"); Vector2 cityCenter = new Vector2(); int nb = 0; for (int i = 0; i < city.Count; i++) { for (int j = 0; j < city[i].points.Count; j++) { cityCenter += city[i].points[j]; nb++; } } cityCenter /= nb; for (int i = 0; i < city.Count; i++) { HouseConstructor house = Instantiate(houseConstructorPrefab, new Vector3((city[i].points[0].x - cityCenter.x) / 10000, 0, (city[i].points[0].y - cityCenter.y) / 10000), Quaternion.identity); house.building = city[i]; house.cityCenter = cityCenter; house.Construct(); } }
public void BuildCity() { city = ParserGML.GetBuildingsFromGML(path); //Calculate build center Vector3 cityCenter = new Vector3(); int nb = 0; for (int i = 0; i < city.Count; i++) { for (int j = 0; j < city[i].points.Count; j++) { cityCenter += city[i].points[j]; nb++; } } cityCenter /= nb; //Build houses for (int i = 0; i < city.Count; i++) { HouseConstructor house = Instantiate(houseConstructorPrefab, new Vector3((city[i].points[0].x - cityCenter.x) / 100, 0, (city[i].points[0].y - cityCenter.y) / 100), Quaternion.identity, this.transform); buildingInstiate.Add(house.gameObject); house.building = city[i]; house.cityCenter = cityCenter; house.Construct(); house.gameObject.AddComponent <MeshCollider>().convex = true; } }