public void GenerateNbackInGrid(Grid grid, TerrainChunk tc, GroundGenerator ggen) { int difficulty = navigationDifficulty; int scale = 10; // Generate beginning so character doesnt fall if (generateCount == 0) { for (int i = 0; i < 5; ++i) { ggen.GenerateGround (i, 0, grid, tc); ggen.GenerateGround (i, 7, grid, tc); } } ++generateCount; // Entry for prototype platforms generation if (platforms) { GenerateNbackInGridPlatforms(grid, tc, ggen); return; } // Generate Nback collectibles int x = lastGridOffset; for ( ; x < grid.numCellsX; x += rate) { int rand = Random.Range(0, 2); int y = rand == 0 ? 1 : 6; Transform h = GenerateNbackObjectInGrid(x, y, grid, tc); } // Generate ground and potholes for (int i = 0; i < grid.numCellsX; ++i) { // For floor // Generate ground (NOT pothole) by scale and difficulty if (grid.containsObject(i, 0)) { Debug.Log ("Grid Contains at: " + i); continue; } int cap = Mathf.Min (4, grid.numCellsX - i + 1); int roll = Random.Range (1, cap); while (!ggen.GenerateWideGround(i, 0, roll, grid, tc)) { roll = Random.Range (1, 4); } // int rand = Random.Range(0, 100); // if (rand > difficulty * scale) { // ggen.GenerateGround (i, 0, grid, tc); // } // // // For Ceiling // rand = Random.Range(0, 100); // if (rand > difficulty * scale) { // //ggen.GenerateGround (i, 7, grid, tc); // } } lastGridOffset = x - grid.numCellsX; }