private void Generate_Planets() { int orbitCount = Random.Range(2, 8); orbits = new Stellar_Orbit[orbitCount]; int range = 0; int[] zones = new int[orbitCount]; for (int i = 0; i < zones.Length; i++) { zones[i] = Random.Range(0, 5); } zones = ReOrder_Zones(zones); for (int i = 0; i < orbitCount; i++) { GameObject orbit_Obj = Instantiate(orbit_Prefab); Stellar_Orbit orbit = orbit_Obj.GetComponent <Stellar_Orbit>(); orbits[i] = orbit; orbit_Obj.transform.SetParent(transform, false); orbit.Activate(host_Star, zones[i], range); range++; } }
public void Hide_System() { Rotate_To_Default(); for (int i = 0; i < orbits.Length; i++) { Stellar_Orbit item = orbits[i]; item.Hide(); } }
public void View_System() { Rotate_To_Default(); rotator.enabled = true; for (int i = 0; i < orbits.Length; i++) { Stellar_Orbit item = orbits[i]; item.View(); item.Set_View_Rotation(); } currentState = ringState.SYSTEM; }
public void Check_System() { rotator.enabled = false; Rotate_To_Default(); for (int i = 0; i < orbits.Length; i++) { Stellar_Orbit item = orbits[i]; item.View(); item.Set_Check_Rotation(); } currentState = ringState.STAR; }
public void Set_Stellar_Orbit(Stellar_Orbit stellarOrbit) { orbit_Controller = stellarOrbit; }