Example #1
0
    private void ForestSpawner()
    {
        _oakDensity = (-1 * _oakDensity) + 1;

        for (int x = -1 * (_width / 2); x < _width / 2; x++)
        {
            for (int z = -1 * (_height / 2); z < _width / 2; z++)
            {
                float chance = _noiseImage.GetPixel(x, z).r;
                if (_pineDensity >= chance)
                {
                    Vector3        spawnPosition = new Vector3(x, 1, z);
                    int            treeNumber    = Random.Range(0, _PineTrees.Count);
                    PlacebleObject tile          = Instantiate(_PineTrees[treeNumber], spawnPosition, transform.rotation);
                    tile._location = spawnPosition;
                    _occupiedPositions.Add(tile);
                }
                else if (_oakDensity <= chance)
                {
                    Vector3        spawnPosition = new Vector3(x, 1, z);
                    int            treeNumber    = Random.Range(0, _oakTrees.Count);
                    PlacebleObject tile          = Instantiate(_oakTrees[treeNumber], spawnPosition, transform.rotation);
                    tile._location = spawnPosition;
                    _occupiedPositions.Add(tile);
                }
            }
        }
    }
Example #2
0
 private void TerainSpawner()
 {
     for (int x = -1 * (_width / 2); x < _width / 2; x++)
     {
         for (int z = -1 * (_height / 2); z < _width / 2; z++)
         {
             Vector3        spawnPosition = new Vector3(x, 0, z);
             int            tileNumber    = Random.Range(0, _tiles.Count);
             PlacebleObject tile          = Instantiate(_tiles[tileNumber], spawnPosition, transform.rotation);
             tile._location = spawnPosition;
             _occupiedPositions.Add(tile);
         }
     }
 }
Example #3
0
    public void GetObject(PlacebleObject placementObject)
    {
        _hasObject       = true;
        _Object          = placementObject;
        _placementHieght = 1;
        BuildMenu._buildMenu.gameObject.SetActive(false);
        _placementObject = Instantiate(placementObject, placementObject.transform.position, Quaternion.Euler(placementObject.transform.rotation.x, _currentRotation, placementObject.transform.rotation.z));
        _material        = _placementObject.GetComponent <Renderer>().material;

        Collider collider = _placementObject.GetComponent <Collider>();

        if (collider != null)
        {
            _collider         = collider;
            _collider.enabled = false;
        }
    }