Esempio n. 1
0
    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--;
        }
    }
Esempio n. 2
0
    GStructure getRandomTree(StructureSizes size)
    {
        GStructure veg     = null;
        int        vegType = UnityEngine.Random.Range(0, 100);

        return(veg);
    }
Esempio n. 3
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 public bool objectIsContained(GStructure obj)
 {
     for (int i = 0; i < all.count(); ++i)
     {
         if (all.getObjectAt(i) == obj)
         {
             return(true);
         }
     }
     return(false);
 }
Esempio n. 4
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    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);
    }
Esempio n. 5
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    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);
    }
Esempio n. 6
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    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);
    }
Esempio n. 7
0
    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);
    }