private void EnoughStoneForSuperVillager() { if (GetStoneCount() % 2 == 0 && !spawnedSuperVillager) { AddNewsUpdate("Super Villager was born!"); WanderingAI wanderingAi = superVillager.GetComponent <WanderingAI>(); wanderingAi.SetCamp(this); spawner.SpawnPrefab(superVillager); spawnedSuperVillager = true; } }
void Start() { for (int i = 0; i < numberOfObjects; i++) { float angle = i * Mathf.PI * 2 / numberOfObjects; float x = Mathf.Cos(angle) * radius; float z = Mathf.Sin(angle) * radius; Vector3 pos = transform.position + new Vector3(x, 0, z); float angleDegrees = -angle * Mathf.Rad2Deg; Quaternion rot = Quaternion.Euler(0, angleDegrees, 0); // Set the AI home WanderingAI wanderingAi = prefab.GetComponent <WanderingAI>(); VillagerCamp villagerCamp = GetComponent <VillagerCamp>(); if (wanderingAi) { wanderingAi.SetCamp(villagerCamp); } spawns.Add(Instantiate(prefab, pos, rot)); } }