void Awake() { PathFinding = GameObject.FindWithTag("PathFinding"); if(PathFinding) sphericalGrid = PathFinding.GetComponent<SphericalGrid>(); planetBody = GetComponent<PlanetBody>(); target = new GameObject ().transform; target.name = "PathfindingTarget"; }
void CreateSolarSystem() { //Planet size and moon number needs to be recorded so that each planet //can be offset and no overlapping orbits occur. float zPosOffset = 5; //Start offset to move planet away from star for (int i = 0; i < Random.Range(3, 6); i++) { int planetSize = Random.Range(5, 15); int numberOfMoons = Random.Range(0, 4); bool hasRing = (Random.Range(0, 3) == 0); zPosOffset += planetSize * 2.5f; zPosOffset += (numberOfMoons * 3) + 10; //Same offset used in the PlanetBody's moon creation. zPosOffset += (hasRing) ? 7.5f : 2f; ICelestialBody planet = new PlanetBody(sun, planetSize, zPosOffset, hasRing, numberOfMoons); planets.Add(planet); } //Set the values for the camera and ui (cam and ui are tightly coupled) cameraControl.SetCamRestrictions(zPosOffset); uiControl.UpdatePlanetList(planets); }
void Awake() { mPlanetBody = GetComponent<PlanetBody>(); enemyCount = 0; }
void Awake() { planetBody = GetComponent<PlanetBody>(); }
void Awake() { mPlanetBody = GetComponent <PlanetBody>(); enemyCount = 0; }