void FixFalseFloors() { Vector3 streetPos = new Vector3(transform.position.x, transform.position.y + 0.01f, transform.position.z); GameObject firstFloor = null; for (int i = 0; i < falseFloors - 1; i++) { Vector3 nextLevel = new Vector3(streetPos.x, streetPos.y + (falseFloorHeight * (i + 1)) + (falseFloorHeight / 2), streetPos.z); GameObject nextFloor = Instantiate(fFloor, nextLevel, transform.rotation); nextFloor.name = "false floor"; floors[i] = nextFloor; if (i == 0) { nextFloor.transform.SetParent(transform); firstFloor = nextFloor; } else { nextFloor.transform.SetParent(floors[i - 1].transform); //stacks self as child chain } } //get gFloor gfi = transform.GetChild(0).GetComponent <GroundFloorInteraction>(); //assign false floors if (firstFloor != null) { gfi.falseFloorStack = firstFloor; } //spawn upper gfi.SpawnUpper(); gfi.ColorChangeGround(); }
private void Start() { gScript = GetComponentInParent <GroundFloorInteraction>(); }