void Start() { le.Init(); if (!isOn) { return; } for (int i = 0; i < le.GetRoadCountWidth() * le.GetRoadCountHeight(); i++) { GameObject obj = m_vert; Vector2 pos = le.GetVert(i).pos; bool act = le.GetVert(i).active; obj.transform.position = pos; vVerts[i] = Instantiate(obj); if (act) { vVerts[i].GetComponent <MeshRenderer>().material = on; } } VBuilds.Vertices tempVert = le.GetRootVert(); for (int i = 0; i < 12; i++) { le.NextVert(); } ChangeColour(vVerts, le); }
void Start() { inGameUnitsSize = sizeOfRoad / pPixels; Size = Height * Width; roads = new RoadManager.Roads[Size]; build.Init(Height, Width, RoadLength); roadManager.InitRoadArray(ref roads); //Init the root vert/road// roads[0].m_GameObjectPrefabType = PrefavStrRoad; roads[0].pos = build.GetRootVert().pos *inGameUnitsSize; roads[0].m_GameObjectPrefabType.transform.localPosition = roads[0].pos; Debug.Log(roads[0].m_GameObjectPrefabType.transform.rotation); roads[0].m_GameObjectInstance = Instantiate(roads[0].m_GameObjectPrefabType); //Debug.Log(build.GetRealativePosition(new Vector2(3, 3), new Vector2(3, 6))); for (int i = 0; i < build.GetPathLength(); i++) { build.NextVert(); } CreateNextRoad(); roads[0].m_GameObjectInstance.transform.rotation = roadManager.GetRoadDirection(Vector2.zero, build.GetRootVert().pos, build.GetVertPath(1).pos); //Create EndRoad //Fill the rest of the world - Tree int[] m_tree = build.GetStatusIntArr(false); int[] m_rock = build.GetStatusIntArr(true); m_Trees = new GameObject[m_tree.Length]; m_Rock = new GameObject[m_rock.Length]; for (int i = 0; i < m_rock.Length; i++) { VBuilds.Vertices temp = build.GetVert(m_rock[i]); if (temp.pathIndex == -1) { Vector2 pos = temp.pos * inGameUnitsSize; m_Rock[i] = PrefavRock; m_Rock[i].transform.position = pos; Instantiate(m_Rock[i]); } } for (int i = 0; i < m_tree.Length; i++) { Vector2 pos = build.GetVert(m_tree[i]).pos *inGameUnitsSize; m_Trees[i] = PrefavTree; m_Trees[i].transform.position = pos; //PrefavTree.transform.position = pos; Instantiate(m_Trees[i]); } }