void Start() { terrain = GetComponentInParent <TerrainMaster> (); //spawn some prefabs! //this should use height && slope data to position the resources //for various resources: /* * Fabric: flat/hilly * Food: flat/hilly * Luxury: mostly flat * Mineral:mostly steep * */ for (int i = 0; i < 3; i++) { // position is (1,3) to (8,6) Vector3 spawnPt = terrain.getTileOfType(TerrainMaster.TILE_TYPES.GRASSLAND); // spawnPt.y = terrain.Sample (spawnPt.x, spawnPt.z); Instantiate(mineralPrefab, spawnPt, new Quaternion()); spawnPt = terrain.getTileOfType(TerrainMaster.TILE_TYPES.GRASSLAND); // spawnPt.y = terrain.Sample (spawnPt.x, spawnPt.z); Instantiate(fabricPrefab, spawnPt, new Quaternion()); spawnPt = terrain.getTileOfType(TerrainMaster.TILE_TYPES.GRASSLAND); // spawnPt.y = terrain.Sample (spawnPt.x, spawnPt.z); Instantiate(foodPrefab, spawnPt, new Quaternion()); spawnPt = terrain.getTileOfType(TerrainMaster.TILE_TYPES.GRASSLAND); // spawnPt.y = terrain.Sample (spawnPt.x, spawnPt.z); Instantiate(luxuryPrefab, spawnPt, new Quaternion()); } }