Exemple #1
0
    private void GenerateObjects(List <GravityObject> L_GOs)
    {
        for (int i = 0; i < L_GOs.Capacity; i++)
        {
            //Debug.Log("GenerateObjects()#1: L_GOs.Capacity = " + L_GOs.Capacity);
            //Debug.Log("GenerateObjects()#2: for(): i = " + i);
            L_GOs[i].mass = Random.Range(minimumMass, maximumMass); // randomize radius via mass
            L_GOs[i].Refresh();                                     // update radius, localScale
            L_GOs[i].rigidbody = L_GOs[i].GetComponent <Rigidbody>();

            float   maximumEndToEnd = GravityObject.calcRadius(maximumMass) * L_GOs.Capacity;
            Vector3 location        = new Vector3(Random.Range(-maximumEndToEnd, maximumEndToEnd),
                                                  Random.Range(-maximumEndToEnd, maximumEndToEnd),
                                                  Random.Range(-maximumEndToEnd, maximumEndToEnd));
            L_GOs[i].transform.position = location;
            //L_GOs[i].transform.position = new Vector3(0,0,0);

            /*
             * // check for any overlaps so far, and resolve if so
             * for(int h = 0; h < i; h++) {
             *  if(GravityObject.verifyOverlap(L_GOs[h], L_GOs[i])) {
             *      D6Relocate(L_GOs[h], L_GOs[i]);
             *      Debug.Log("Relocated a GravityObject that generated inside another one!");
             *  }
             * }
             */
            L_GOs[i].rigidbody.velocity = new Vector3(Random.Range(-.1f, .1f),
                                                      Random.Range(-.1f, .1f), Random.Range(-.1f, .1f));
            L_GOs[i].gameObject.SetActive(true); // reactivate after positioning
        }
    }