private void SpawnNewAsteriod() { var prefabIndex = GetRandomAsteriodPrefab(); Vector3 randomPosition; if (Xaxis) { randomPosition = new Vector3(Random.Range(MinSpawnPoint.position.x, MaxSpawnPoint.position.x), MaxSpawnPoint.position.y, 0); } else { randomPosition = new Vector3(MaxSpawnPoint.position.x, Random.Range(MinSpawnPoint.position.y, MaxSpawnPoint.position.y), 0); } GameObject newAsteriod = Instantiate(AsteriodPrefab[prefabIndex], randomPosition, Quaternion.identity) as GameObject; AsteriodCollision newAsteriodCollision = newAsteriod.GetComponent <AsteriodCollision>(); PlaceResources newAsteriodResourceSpots = newAsteriod.GetComponent <PlaceResources>(); AsteriodCount++; newAsteriod.name = AsteriodPrefab[prefabIndex].name + AsteriodCount; List <int> resourcesToAdd = RandomResourceRewardInts(AsteriodPrefab[prefabIndex].name); //newAsteriodCollision.ResourcesAfterCollision = RandomResourceReward(AsteriodPrefab[prefabIndex].name); for (int i = 0; i < resourcesToAdd.Count; i++) { newAsteriodCollision.ResourcesAfterCollision.Add(Resources[resourcesToAdd[i]]); newAsteriodCollision.DecoratorsForAsteriod.Add(DecoratorResources[resourcesToAdd[i]]); } newAsteriodResourceSpots.PlaceRandomResources(newAsteriodCollision.DecoratorsForAsteriod); }
void Start() { this.objetivos = new ArrayList(); // Set the initial resource amounts resourceAmounts = new Dictionary<RTSObject.ResourceType, float>(); resourceAmounts[RTSObject.ResourceType.Food] = initialFood; resourceAmounts[RTSObject.ResourceType.Gold] = initialGold; resourceAmounts[RTSObject.ResourceType.Wood] = initialWood; Texture2D cursorTexture = Resources.Load("HUD/Cursors/cursor_normal") as Texture2D; Cursor.SetCursor(cursorTexture, Vector2.zero, CursorMode.Auto); // Spawn initial elements if (human==true) { SpawnInitialTownCenter(); SpawnInitialCivilUnit(); SpawnInitialMilitaryUnit(); PlaceResources pr = new PlaceResources(); pr.Start(); } }