public void removeObject(GStructure obj) { all.removeObjectAt(obj.reflist_index.all); for (int i = obj.reflist_index.all; i < all.count(); ++i) { // every entry after this one had their index decreased by 1, so correct their reflist indexes all.getObjectAt(i).reflist_index.all--; } interactive[(int)obj.properties.interactive].removeObjectAt(obj.reflist_index.interactive); for (int i = obj.reflist_index.interactive; i < interactive[(int)obj.properties.interactive].count(); ++i) { // every entry after this one had their index decreased by 1, so correct their reflist indexes interactive[(int)obj.properties.interactive].getObjectAt(i).reflist_index.interactive--; } movable[(int)obj.properties.movable].removeObjectAt(obj.reflist_index.movable); for (int i = obj.reflist_index.movable; i < movable[(int)obj.properties.movable].count(); ++i) { // every entry after this one had their index decreased by 1, so correct their reflist indexes movable[(int)obj.properties.movable].getObjectAt(i).reflist_index.movable--; } environmental[(int)obj.properties.environmental].removeObjectAt(obj.reflist_index.environmental); for (int i = obj.reflist_index.environmental; i < environmental[(int)obj.properties.environmental].count(); ++i) { // every entry after this one had their index decreased by 1, so correct their reflist indexes environmental[(int)obj.properties.environmental].getObjectAt(i).reflist_index.environmental--; } }
GStructure getRandomTree(StructureSizes size) { GStructure veg = null; int vegType = UnityEngine.Random.Range(0, 100); return(veg); }
public bool objectIsContained(GStructure obj) { for (int i = 0; i < all.count(); ++i) { if (all.getObjectAt(i) == obj) { return(true); } } return(false); }
public void addObject(GStructure obj) { obj.reflist_index.all = all.count(); all.addObject(obj); obj.reflist_index.interactive = interactive[(int)obj.properties.interactive].count(); interactive [(int)obj.properties.interactive].addObject(obj); obj.reflist_index.movable = movable[(int)obj.properties.movable].count(); movable [(int)obj.properties.movable].addObject(obj); obj.reflist_index.environmental = environmental[(int)obj.properties.environmental].count(); environmental [(int)obj.properties.environmental].addObject(obj); }
GStructure getRandomTree() { GStructure veg = null; int vegType = UnityEngine.Random.Range(0, 100); if (vegType >= 0 && vegType < 20) { veg = new OBJ_TropicalTree2(); } if (vegType >= 20 && vegType < 70) { veg = new OBJ_PalmTree1(); } if (vegType >= 70 && vegType < 100) { veg = new OBJ_TropicalTree1(); } return(veg); }
GStructure getRandomBush() { GStructure veg = null; int vegType = UnityEngine.Random.Range(0, 100); if (vegType >= 0 && vegType < 15) { veg = new OBJ_Bush1(); } if (vegType >= 15 && vegType < 20) { veg = new OBJ_Bush2(); } if (vegType >= 20 && vegType < 51) { veg = new OBJ_Bush3(); } if (vegType >= 51 && vegType < 53) { veg = new OBJ_Bush4(); } if (vegType >= 53 && vegType < 54) { veg = new OBJ_Bush5(); } if (vegType >= 54 && vegType < 60) { veg = new OBJ_Bush6(); } if (vegType >= 60 && vegType < 80) { veg = new OBJ_Bush7(); } if (vegType >= 80 && vegType < 100) { veg = new OBJ_Bush8(); } return(veg); }
GStructure getRandomSceneryProp() { GStructure prop = null; int propType = UnityEngine.Random.Range(0, 100); if (propType >= 0 && propType < 10) { prop = new OBJ_Rock1(); } if (propType >= 10 && propType < 50) { prop = new OBJ_Rock2(); } if (propType >= 50 && propType < 60) { prop = new OBJ_Rock3(); } if (propType >= 60 && propType < 100) { prop = new OBJ_Rock4(); } return(prop); }