void GenerateLandAnimal() { body.Generate(1); AdjustBody(); body.VerySlowlyConvertToFlatShading(); legs = new GeneratedBranch[animalSettings.legRows * 2]; int count = legs.Length; for (int i = 0; i < count; i++) { legs[i] = Instantiate(AnimalsManager.instance.animalLegPrefab, transform).GetComponent <GeneratedBranch>(); legs[i].Generate(6, 2, 1, 1, null); // legs[i].VerySlowlyConvertToFlatShading(); } AdjustLegs(); }
void GenerateLeaves() { generatedLeaves.GetComponent <Renderer>().material.color = new Color(Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f)); generatedLeaves.Generate(0); generatedLeaves.VerySlowlyConvertToFlatShading(); generatedLeaves.transform.localPosition = new Vector3(0, generatedBranch.mySegmentHeight * generatedBranch.meshHeight * 0.4f, 0); generatedLeaves.transform.localScale = Vector3.Scale(transform.localScale, new Vector3(0.2f, 0.275f, 0.2f)); }
void Start() { generatedLeaves.Generate(defaultRecursionLevel); generatedLeaves.GetComponent <Renderer>().material.color = new Color(Random.Range(0.0f, 1.0f), Random.Range(0.7f, 1.0f), Random.Range(0.0f, 0.35f)); GenerateFood(); AdjustBushLeaves(); AddLODs(); generatedLeaves.VerySlowlyConvertToFlatShading(); }
void Start() { if (WorldGenerator.GetIsItAR()) { NavMeshObstacle obstacle = GetComponent <NavMeshObstacle>(); if (obstacle) { Destroy(obstacle); } } generatedLeaves.Generate(defaultRecursionLevel); Adjust(); AddLODs(); generatedLeaves.VerySlowlyConvertToFlatShading(); }