void Awake() { pGrid = GameObject.FindGameObjectWithTag("SceneManager").GetComponent <proceduralGrid> (); gridSize = new Vector2(pGrid.gridSizeX / 100, pGrid.gridSizeY / 100); Chunks = new GameObject("Chunks"); for (int x = 0; x < gridSize.x; x++) { for (int y = 0; y < gridSize.y; y++) { GameObject currentChunk = Instantiate(chunkObject, new Vector2(0, 0), Quaternion.identity); currentChunk.GetComponent <chunkCtrl> ().chunkX = x * 100; currentChunk.GetComponent <chunkCtrl> ().chunkY = y * 100; currentChunk.name = "x:" + x * 100 + ",y:" + y * 100; currentChunk.transform.SetParent(Chunks.transform); pGrid.chunksObjects.Add(currentChunk); } } }
void Awake() { pGrid = (proceduralGrid)FindObjectOfType(typeof(proceduralGrid)); spawnPoint = new Vector3(pGrid.gridSizeX / 2, pGrid.gridSizeY, 0f); }
// Use this for initialization void Awake() { mesh = GetComponent <MeshFilter>().mesh; backgroundMesh = background.GetComponent <MeshFilter>().mesh; pGrid = (proceduralGrid)FindObjectOfType(typeof(proceduralGrid)); }