//-------------------------------------- public void SpawnLanes(int amountToSpawn, bool isInitialSpawn) { if(isInitialSpawn){ //GetComponent<BiomeClass> ().SwitchBiome (BiomeClass.Biomes.Start); gameManager = GameObject.FindGameObjectWithTag("Manager").GetComponent<GameManager> (); dDA = GameObject.FindGameObjectWithTag("Manager").GetComponent<DDA> (); ResetLanes(); } for(int i = 0; i < amountToSpawn; i++){ GameObject newLane = (GameObject)Instantiate(ChooseType(), new Vector3(0.75f, 0, spawnerZPos), Quaternion.identity); newLane.transform.parent = gameObject.transform; newLane.GetComponent<Lane>().OnLanePlaced(); if(newLane.GetComponent<Lane>().laneType == LaneClass.LaneTypes.Road && lastLanePlaced == LaneClass.LaneTypes.Road){ PlaceRoadLines(spawnerZPos, newLane); } lastLanePlaced = newLane.GetComponent<Lane>().laneType; //setting the cells in the Grid Matrix for (int j = 0; j < LaneClass.laneWidth; j++){ clutterSpawner.Grid[amountOfLanesSpawned, j] = newLane.GetComponent<Lane>().cells[j]; //telling clutter to be placed clutterSpawner.SpawnClutter(amountOfLanesSpawned, j); } dynamicPlacer.PlaceDynamics(newLane); clutterSpawner.SpawnExtras(newLane); spawnerZPos += ChosenLaneWidth(newLane.GetComponent<Lane>().laneType); amountOfLanesSpawned ++; CheckBiome(amountOfLanesSpawned); DestroyOld(amountOfLanesSpawned - destroyLeway); } if (isInitialSpawn) { DonePrePlacing (); } }
float ChosenLaneWidth(LaneClass.LaneTypes type) { if (type == LaneClass.LaneTypes.Grass) { return(1.5f); } else if (type == LaneClass.LaneTypes.Water) { return(1.5f); } else { return(1.5f); } }
//-------------------------------------- public void SpawnLanes(int amountToSpawn, bool isInitialSpawn) { if (isInitialSpawn) { //GetComponent<BiomeClass> ().SwitchBiome (BiomeClass.Biomes.Start); gameManager = GameObject.FindGameObjectWithTag("Manager").GetComponent <GameManager> (); dDA = GameObject.FindGameObjectWithTag("Manager").GetComponent <DDA> (); ResetLanes(); } for (int i = 0; i < amountToSpawn; i++) { GameObject newLane = (GameObject)Instantiate(ChooseType(), new Vector3(0.75f, 0, spawnerZPos), Quaternion.identity); newLane.transform.parent = gameObject.transform; newLane.GetComponent <Lane>().OnLanePlaced(); if (newLane.GetComponent <Lane>().laneType == LaneClass.LaneTypes.Road && lastLanePlaced == LaneClass.LaneTypes.Road) { PlaceRoadLines(spawnerZPos, newLane); } lastLanePlaced = newLane.GetComponent <Lane>().laneType; //setting the cells in the Grid Matrix for (int j = 0; j < LaneClass.laneWidth; j++) { clutterSpawner.Grid[amountOfLanesSpawned, j] = newLane.GetComponent <Lane>().cells[j]; //telling clutter to be placed clutterSpawner.SpawnClutter(amountOfLanesSpawned, j); } dynamicPlacer.PlaceDynamics(newLane); clutterSpawner.SpawnExtras(newLane); spawnerZPos += ChosenLaneWidth(newLane.GetComponent <Lane>().laneType); amountOfLanesSpawned++; CheckBiome(amountOfLanesSpawned); DestroyOld(amountOfLanesSpawned - destroyLeway); } if (isInitialSpawn) { DonePrePlacing(); } }