Esempio n. 1
0
        private void GenerateRandomObstacle()
        {
            Plain_STP plain_stp = (Plain_STP)terrain_stp;

            for (int i = 0; i < activate_size; i++)
            {
                int offsetIndex = i + activateStartXPos;

                Transform g_prefab = stored_prefabs[offsetIndex].transform;

                if (g_prefab.name.IndexOf("On") > 0 && UtilityMethod.PercentageGame(obstacleDistribution))
                {
                    Obstacle_STP randomObstacle    = plain_stp.obstables[Random.Range(0, plain_stp.obstables.Count)];
                    GameObject   generate_obstacle = PoolManager.instance.ReuseObject(randomObstacle._id);
                    generate_obstacle.transform.SetParent(Obstacle.transform);
                    generate_obstacle.transform.position = g_prefab.transform.position + (Vector3.up * 0.5f);
                    generate_obstacle.SetActive(true);

                    runtimeObstacle.Add(generate_obstacle);
                    grids[i].mapComponent = generate_obstacle.GetComponent <ObstacleComponent>();
                }
            }
        }
Esempio n. 2
0
        public override void GenerateObstacle(bool p_isPreBuild = false)
        {
            Plain_STP plain_stp = (Plain_STP)terrain_stp;

            if (p_isPreBuild)
            {
                for (int i = 0; i < stored_prefabs.Length; i++)
                {
                    Transform g_prefab = stored_prefabs[i].transform;

                    if (g_prefab.name.IndexOf("Off") > 0)
                    {
                        GameObject randomObstacle    = plain_stp.FindObstacleByTag("Tree").prefab;
                        GameObject generate_obstacle = Instantiate(randomObstacle);
                        generate_obstacle.transform.SetParent(Obstacle.transform);
                        generate_obstacle.transform.position = g_prefab.transform.position + (Vector3.up * 0.5f);
                    }
                }
            }
            else
            {
                GenerateRandomObstacle();
            }
        }