// Use this for initialization void Start() { myFlock = this; goalPos = this.transform.position; //fog definition begins here: RenderSettings.fogColor = Camera.main.backgroundColor; RenderSettings.fogDensity = 0.03F; RenderSettings.fog = true; //gound texture definition ends for (int i = 0; i < numFish; i++) { Vector3 pos = this.transform.position + new Vector3(Random.Range(-swimLimits.x, swimLimits.x), Random.Range(-swimLimits.y, swimLimits.y), Random.Range(-swimLimits.z, swimLimits.z)); allFish[i] = (GameObject)Instantiate(fishPrefab, pos, Quaternion.identity); allFish[i].GetComponent <flock>().myManager = this; } for (int i = 0; i < numGoal; i++) { Vector3 pos = this.transform.position + new Vector3(Random.Range(-swimLimits.x, swimLimits.x), Random.Range(-swimLimits.y, swimLimits.y), Random.Range(-swimLimits.z, swimLimits.z)); allGoal[i] = (GameObject)Instantiate(goalPrefab, pos, Quaternion.identity); // allGoal[i].GetComponent<flock>().myManager = this; } }
// Use this for initialization void Start() { myFlock = this; goalPos = transform.position; for (int i = 0; i < numGO; i++) { Vector3 pos = new Vector3(Random.Range(0, swimLimits.x), Random.Range(0, swimLimits.y), Random.Range(0, swimLimits.z)); allGO[i] = Instantiate(GO, pos, Quaternion.identity); } }
void Start() { myFlock = this; goalPos = this.transform.position; RenderSettings.fogColor = Camera.main.backgroundColor; RenderSettings.fogDensity = 0.03f; RenderSettings.fog = true; //通过遍历鱼随机设置他们的位置 for (int i = 0; i < numFish; i++) { //位置 Vector3 pos = new Vector3(Random.Range(-swimLimits.x, swimLimits.x), Random.Range(-swimLimits.y, swimLimits.y), Random.Range(-swimLimits.z, swimLimits.z)); //Vector3 pos = new Vector3(1.0f,1.2f,1.3f); //一 预设 二实例化预设坐标 三实例化预设角度 allFish[i] = (GameObject)Instantiate(fishPrefab, pos, Quaternion.identity); allFish[i].GetComponent <Flock>().myManager = this; } }
// Use this for initialization void Start() { speed = Random.Range(minSpeed, maxSpeed); gFlock = FindObjectOfType <globalFlock>(); }
// Use this for initialization void Start() { myManager = FindObjectOfType <globalFlock>(); speed = Random.Range(minSpeed, maxSpeed); boostSpeed = 1.0f; }