private void InitializeBaseFractal(EnemyFractalGenerator parent, GameObject _shape, Material _mat, bool _populate = false) { populate = _populate; shapeObject = _shape; material = _mat; shapes = parent.shapes; materials = parent.materials; maxDepth = parent.maxDepth; depth = parent.depth + 1; childScale = parent.childScale; transform.parent = parent.transform; transform.rotation = parent.transform.rotation; if (populate) { Populate(); } }
private void Initialize(EnemyFractalGenerator parent, int childIndex, GameObject _shape, Material _mat, bool _populate = false) { populate = _populate; shapeObject = _shape; material = _mat; shapes = parent.shapes; materials = parent.materials; maxDepth = parent.maxDepth; depth = parent.depth + 1; childScale = parent.childScale; transform.parent = parent.transform; transform.localScale = Vector3.one * childScale; transform.localPosition = parent.childPos[childIndex].transform;// * (0.5f + 0.5f * childScale); transform.rotation = parent.transform.rotation; transform.localRotation = Quaternion.Euler(parent.childPos[childIndex].orientation.x, parent.childPos[childIndex].orientation.y, parent.childPos[childIndex].orientation.z); if (populate) { Populate(); } }