public SectorStarTransform(Vector3 _StarPositionList, Vector3 _StarSystemSizeList, StarSystemType _StarSystemType, StarType _starType1, StarType _starType2, StarType _starType3) { StarPosition = _StarPositionList; StarSystemSize = _StarSystemSizeList; StarSystemType = _StarSystemType; starType1 = _starType1; starType2 = _starType2; starType3 = _starType3; }
public StarSystem(StarType _starType1, StarType _starType2, StarType _starType3, StarSystemType _starSystemType, Vector3 StarPosition, string StarSystemName, Sector Sector, GameObject StarSystemsObject, Galaxy Galaxy) { starType1 = _starType1; starType2 = _starType2; starType3 = _starType3; starSystemType = _starSystemType; galaxy = Galaxy; starPosition = StarPosition; starSystemName = StarSystemName; sector = Sector; starSystemsObject = StarSystemsObject; starSystemsObject.GetComponent <MeshRenderer>().material = starType1.starColour; }
public void GenerateSectorStarPosition() { sectorType = SectorTypeGeneration(sectorCoord); numSectorStars = GenerateSectorNumStars(sectorType); for (int i = 0; i < numSectorStars; i++) { float fStarSystemSize = galaxy.randomNumber.Next(1, 10); StarType starType1 = null; StarType starType2 = null; StarType starType3 = null; StarSystemType starSystemType = (StarSystemType)galaxy.randomNumber.Next(0, (int)StarSystemType.COUNT); if (starSystemType == StarSystemType.SINGULAR_STAR_SYSTEM) { int starType1int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length); starType1 = galaxy.starTypeTable[starType1int]; } else if (starSystemType == StarSystemType.BINARY_STAR_SYSTEM) { int starType1int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length); starType1 = galaxy.starTypeTable[starType1int]; int starType2int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length); starType2 = galaxy.starTypeTable[starType2int]; } else if (starSystemType == StarSystemType.TRINARY_STAR_SYSTEM) { int starType1int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length); starType1 = galaxy.starTypeTable[starType1int]; int starType2int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length); starType2 = galaxy.starTypeTable[starType2int]; int starType3int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length); starType3 = galaxy.starTypeTable[starType3int]; } SectorStarTransform StarTransform = new SectorStarTransform(new Vector3(galaxy.randomNumber.Next(trueSectorCoord.x, Galaxy.SectorSize + trueSectorCoord.x + 1), galaxy.randomNumber.Next(trueSectorCoord.y, Galaxy.SectorSize + trueSectorCoord.y + 1), galaxy.randomNumber.Next(trueSectorCoord.z, Galaxy.SectorSize + trueSectorCoord.z + 1)), new Vector3(fStarSystemSize, fStarSystemSize, fStarSystemSize), starSystemType, starType1, starType2, starType3); StarTransformList.Enqueue(StarTransform); } IsSectorPopulated = true; //Debug.Log("Creating star positions"); }