void Start() { chosenPoints = distributionPoints; points = new Point[maxNumberOfNodes, maxNumberOfNodes]; chiseling = GetComponent <Chiseling>(); for (int i = 0; i < xSize; i++) { for (int k = 0; k < ySize; k++) { int tmpIndex = Random.Range(0, distributionPoints.Count); //points[i, k] = new Point(new Vector3(i * 2, 0, k * 2),0,0); points[i, k] = chosenPoints[tmpIndex]; points[i, k].xIndex = i; points[i, k].yIndex = k; chosenPoints.RemoveAt(tmpIndex); } } }
void Start() { mL = GetComponent <MachineLearning>(); weights = GetComponent <Weights>(); fitness = GetComponent <FitnessFunction>(); onLevelCreated = gameObject.GetComponent <OnLevelCreated>(); noiseMap = GetComponent <NoiseMap>(); chiseling = GetComponent <Chiseling>(); bnm = GetComponent <BuildNavMesh>(); gg = GetComponent <GGManager>(); modules.AddRange(moduleSO.list); weights.AssignWeights(modules); //startBuilding(); for (int i = 0; i < loadScreen.list[0].transform.childCount; i++) { loadScreen.list[0].transform.GetChild(i).gameObject.SetActive(true); } //InitializeSlots(); }