public CourtyardBuildingDataStruct getDataStruct(BuildingFoundation foundation) { CourtyardBuildingDataStruct data = new CourtyardBuildingDataStruct(); ArchData ad = gameObject.GetComponent <ArchData> (); windowPrefabs = GenericUtils.loadAllPrefabs("prefabs/windows"); data.sizeX = foundation.lengthX; data.sizeZ = foundation.lengthZ; data.windowPrefab = windowPrefabs[Random.Range(0, windowPrefabs.Length)]; data.columnBasePrefab = ad.getColumnBase(); data.columnShaftPrefab = ad.getColumnShaft(); data.columnCapitalPrefab = ad.getColumnCapital(); data.archPrefab = ad.getArch(); return(data); }
private void generateDataStruct() { dataStruct = new MinaretDataStruct(); dataStruct.baseWidth = 7; dataStruct.baseHeight = 3; dataStruct.shaftHeight = Randomiser.intBetween(25, 40); dataStruct.shaftWidth = 5; dataStruct.ringNumber = Randomiser.intBetween(1, 3); dataStruct.ringWidth = 6; dataStruct.ringHeight = 1.5f; dataStruct.galleryWidth = 4; dataStruct.galleryHeight = 3.5f; dataStruct.topWidth = dataStruct.galleryWidth; dataStruct.topHeight = dataStruct.galleryWidth; dataStruct.decorHeight = 1; dataStruct.decorWidth = 1; GameObject[] basePrefabs = GenericUtils.loadAllPrefabs("prefabs/minaret/base_M"); dataStruct.basePrefab = basePrefabs [Random.Range(0, basePrefabs.Length)]; GameObject[] shaftPrefabs = GenericUtils.loadAllPrefabs("prefabs/minaret/shaft_M"); dataStruct.shaftPrefab = shaftPrefabs [Random.Range(0, shaftPrefabs.Length)]; GameObject[] ringPrefabs = GenericUtils.loadAllPrefabs("prefabs/minaret/ring_M"); dataStruct.ringPrefab = ringPrefabs [Random.Range(0, ringPrefabs.Length)]; GameObject[] galleryPrefabs = GenericUtils.loadAllPrefabs("prefabs/minaret/gallery_M"); dataStruct.galleryPrefab = galleryPrefabs [Random.Range(0, galleryPrefabs.Length)]; GameObject[] topPrefabs = GenericUtils.loadAllPrefabs("prefabs/minaret/top_M"); dataStruct.topPrefab = topPrefabs [Random.Range(0, topPrefabs.Length)]; GameObject[] decorPrefabs = GenericUtils.loadAllPrefabs("prefabs/minaret/decoration_M"); dataStruct.decorPrefab = decorPrefabs [Random.Range(0, decorPrefabs.Length)]; dataStruct.decorSequence = generateDecorSequence(); ArchData ad = gameObject.GetComponent <ArchData> (); dataStruct.columnBase = ad.getColumnBase(); dataStruct.columnShaft = ad.getColumnShaft(); dataStruct.columnCapital = ad.getColumnCapital(); dataStruct.arch = ad.getSimpleArch(); }