void Update() { if (Input.GetMouseButtonUp(0) || Input.GetKeyDown(KeyCode.Space)) { //ClearClearedCoordinates(); //SortCoordinates(); //foreach (Vector3 pos in superCleanedCoordinates) { // Instantiate(prefab, new Vector3(pos.x, 0.2f, pos.z), Quaternion.identity); //} List <Vector3> points = ClearCoordinates.Points(ReadJSON.pointsV3(jsonFileName), radius); firstObject = Instantiate(prefab, points[0], Quaternion.identity); secondObject = Instantiate(prefab, points[1], Quaternion.LookRotation(points[1] - points[0], Vector3.up)); for (byte i = 2; i < points.Count; i++) { Instantiate(prefab, points[i], Quaternion.LookRotation(points[i] - points[i - 1], Vector3.up)); //transform.LookAt(superCleanedCoordinates[i - 1] } firstObject.transform.LookAt(secondObject.transform); Debug.Log("Points built: " + points.Count); } }
void Start() { List <Vector3> points = ClearCoordinates.Points(ReadJSON.pointsV3(jsonFileName), radius); firstObject = Instantiate(prefab, points[0], Quaternion.identity); secondObject = Instantiate(prefab, points[1], Quaternion.LookRotation(points[1] - points[0], Vector3.up)); for (int i = 2; i < points.Count; i++) { Instantiate(prefab, points[i], Quaternion.LookRotation(points[i] - points[i - 1], Vector3.up)); //transform.LookAt(superCleanedCoordinates[i - 1] } firstObject.transform.LookAt(secondObject.transform); }
void Start() { List <Vector3> points = ClearForDungeon.Points(ReadJSON.pointsV3(jsonFileName), radius); if (points[1].x > points[0].x) { Instantiate(rightOpen, points[0], Quaternion.identity); } else if (points[1].x < points[0].x) { Instantiate(leftOpen, points[0], Quaternion.identity); } else if (points[1].z > points[0].z) { Instantiate(topOpen, points[0], Quaternion.identity); } else { Instantiate(bottomOpen, points[0], Quaternion.identity); } for (int i = 1; i < points.Count - 1; i++) { //Instantiate(testPrefab, points[i], Quaternion.identity); //if ((points[i].x > points[i - 1].x && points[i].x < points[i + 1].x) || // (points[i].x < points[i - 1].x && points[i].x > points[i + 1].x)) { // Instantiate(leftRightOpen, points[i], Quaternion.identity); //} //else if ((points[i].z > points[i - 1].z && points[i].z < points[i + 1].z) || // (points[i].z < points[i - 1].z && points[i].z > points[i + 1].z)) { // Instantiate(topBottomOpen, points[i], Quaternion.identity); //} if (points[i].x > points[i - 1].x) { if (points[i].x < points[i + 1].x) { Instantiate(leftRightOpen, points[i], Quaternion.identity); } else if (points[i].z > points[i + 1].z) { Instantiate(bottomLeftOpen, points[i], Quaternion.identity); } else { Instantiate(leftTopOpen, points[i], Quaternion.identity); } } else if (points[i].x < points[i - 1].x) { if (points[i].x > points[i + 1].x) { Instantiate(leftRightOpen, points[i], Quaternion.identity); } else if (points[i].z > points[i + 1].z) { Instantiate(rightBottomOpen, points[i], Quaternion.identity); } else { Instantiate(topRightOpen, points[i], Quaternion.identity); } } else if (points[i].z > points[i - 1].z) { if (points[i].x > points[i + 1].x) { Instantiate(bottomLeftOpen, points[i], Quaternion.identity); } else if (points[i].x < points[i + 1].x) { Instantiate(rightBottomOpen, points[i], Quaternion.identity); } else { Instantiate(topBottomOpen, points[i], Quaternion.identity); } } else { if (points[i].x > points[i + 1].x) { Instantiate(leftTopOpen, points[i], Quaternion.identity); } else if (points[i].x < points[i + 1].x) { Instantiate(topRightOpen, points[i], Quaternion.identity); } else if (points[i].z > points[i + 1].z) { Instantiate(topBottomOpen, points[i], Quaternion.identity); } } } if (points[points.Count - 1].x > points[points.Count - 2].x) { Instantiate(leftOpen, points[points.Count - 1], Quaternion.identity); } else if (points[points.Count - 1].x < points[points.Count - 2].x) { Instantiate(rightOpen, points[points.Count - 1], Quaternion.identity); } else if (points[points.Count - 1].z > points[points.Count - 2].z) { Instantiate(bottomOpen, points[points.Count - 1], Quaternion.identity); } else { Instantiate(topOpen, points[points.Count - 1], Quaternion.identity); } }