Exemple #1
0
 public void AddBamboo(BambooGroup _bambooGroup)
 {
     bambooGroup = _bambooGroup;
     SetShowerHeadReady();
 }
Exemple #2
0
    IEnumerator CreateBamboo()
    {
        // spawn markers
        yield return(new WaitForEndOfFrame());

        GameObject bambooMarker1 = Instantiate(bambooMarkersPrefabs[0], transform.position, transform.rotation) as GameObject;

        yield return(new WaitForEndOfFrame());

        GameObject bambooMarker2 = Instantiate(bambooMarkersPrefabs[1], transform.position, transform.rotation) as GameObject;

        yield return(new WaitForEndOfFrame());

        GameObject bambooMarker3 = Instantiate(bambooMarkersPrefabs[2], transform.position, transform.rotation) as GameObject;

        bambooGroupMarkers    = new GameObject[3];
        bambooGroupMarkers[0] = bambooMarker1.transform.Find("BAMBOO_01").gameObject;
        bambooGroupMarkers[1] = bambooMarker2.transform.Find("BAMBOO_02").gameObject;
        bambooGroupMarkers[2] = bambooMarker3.transform.Find("BAMBOO_03").gameObject;

        List <BambooInfo> bambooList = new List <BambooInfo>();

        for (int groupIndex = 0; groupIndex < bambooGroupMarkers.Length; groupIndex++)
        {
            Transform   groupObj    = transform.Find("Group" + (groupIndex + 1));
            BambooGroup bambooGroup = groupObj.GetComponent <BambooGroup>();
            bambooGroups[groupIndex] = bambooGroup;
            bambooGroups[groupIndex].AddShowerHead(showerHeads[groupIndex].GetComponent <ShowerHead>());
            bambooGroups[groupIndex].AddPlants(control.GetPlantGroup(groupIndex));
            bambooGroups[groupIndex].AddLeafFadeCurve(leafFade);
            GameObject groupMarker = bambooGroupMarkers[groupIndex];

            destroyAfterSpawn.Add(groupMarker.transform.parent.gameObject);

            foreach (Transform stalk in groupMarker.transform)
            {
                yield return(new WaitForSeconds(0.05f));

                int        selector    = groupIndex;
                GameObject prefab      = bambooPrefabs[selector];
                GameObject bambooStalk = Instantiate(prefab, stalk.position, stalk.rotation) as GameObject;

                float height = Random.Range(plantHeightRange.x, plantHeightRange.y);
                bambooStalk.transform.localScale = new Vector3(1, height, 1);
                bambooStalk.transform.SetParent(groupObj);
                BambooInfo info = new BambooInfo(
                    bambooStalk.transform,
                    Random.Range(stalkFrequencyRange.x, stalkFrequencyRange.y),
                    Random.Range(stalkAmplitudeRange.x, stalkAmplitudeRange.y),
                    bambooStalk.transform.localRotation
                    );
                bambooList.Add(info);
                bambooStands[groupIndex].Add(info);
                foreach (Transform stem in bambooStalk.transform)
                {
                    for (int i = 0; i < showerHeads.Length; i++)
                    {
                        Vector2 stemPos     = new Vector2(stem.position.x, stem.position.z);
                        Vector2 showerPos   = new Vector2(showerHeads[i].position.x, showerHeads[i].position.z);
                        float   distance    = Vector2.Distance(stemPos, showerPos);
                        float   maxDistance = 1.0f;
                        if (distance < maxDistance && stem.position.y < (showerHeads[i].position.y - 0.25f))
                        {
                            float      scale    = 1 - (distance / maxDistance);
                            float      invert   = Random.value > 0.5f ? -1 : 1;
                            BambooInfo stemInfo = new BambooInfo(
                                stem,
                                Random.Range(stemFrequencyRange.x, stemFrequencyRange.y) * scale * invert,
                                Random.Range(stemAmplitudeRange.x, stemAmplitudeRange.y) * scale * invert,
                                stem.localRotation
                                );
                            stemsGroups[i].Add(stemInfo);
                        }
                    }
                }
            }
        }

        allBamboo = bambooList.ToArray();

        foreach (GameObject killme in destroyAfterSpawn)
        {
            Destroy(killme);
        }

        bambooReady = true;
        control.Init();
    }