// Use this for initialization void Start() { if (random) { initialiseSpecialFields (); initialiseUpgrades (); if (clusterObstacles) initialiseClusters(); else initialiseObstacles (); } else { print ("getting seed"); seed = GameObject.Find("Container").GetComponent<LevelSeed> (); seed.Generate (); print ("got seed"); spawnSeed(seed); } }
void spawnSeed(LevelSeed seed) { print ("" + seed.obstacles.Count + " " + seed.powerUps.Count + " " + seed.specialFields.Count + " "); for (int i = 0; i < seed.obstacles.Count (); i++) { Vector3 pos = new Vector3 (seed.obstacles [i].x, 1f, seed.obstacles [i].y); Instantiate(obstacle, pos, Quaternion.identity); if (symmetricBattleArena) Instantiate(obstacle, new Vector3(-pos.x, 1f, -pos.z), Quaternion.identity); } for (int i = 0; i < seed.powerUps.Count (); i++) { Vector3 pos = new Vector3 (seed.powerUps [i].x, 1f, seed.powerUps [i].y); GameObject powerUp = (GameObject)Instantiate (upgrade, pos, Quaternion.identity); powerUp.GetComponent<SpecialField> ().setPowerUpID ((int)Random.Range (0f, 5f)); if (symmetricBattleArena) { powerUp = (GameObject)Instantiate (upgrade, new Vector3 (-pos.x, 1f, -pos.z), Quaternion.identity); powerUp.GetComponent<SpecialField>().setPowerUpID((int)Random.Range(0f, 5f)); } } for (int i = 0; i < seed.specialFields.Count(); i++) { Vector3 pos = new Vector3 (seed.specialFields [i].x, 1f, seed.specialFields [i].y); Instantiate(specialFieldD, pos, Quaternion.identity); if (symmetricBattleArena) Instantiate(specialFieldD, new Vector3(-pos.x, 1f, -pos.z), Quaternion.identity); } }