public void CylinderBuild(Vector3 pos, Vector3 scale) { MazeObject = InitBuild(pos, scale); GameObject MazeBase; if (MyFloorPrefab) { MazeBase = Instantiate(MyFloorPrefab); } else { MazeBase = GameObject.CreatePrimitive(PrimitiveType.Cylinder); } MazeBase.transform.parent = MazeObject.transform; MazeBase.transform.localPosition = new Vector3(0, 0, 0); MazeBase.transform.localScale = new Vector3(((scale.x - 1) / scale.x), ((scale.y - 1) / scale.y) * 0.5f, ((scale.z - 1) / scale.z)); if (MyFloor) { MazeBase.GetComponent <Renderer>().material = MyFloor; } GameObject[] MazeBases = new GameObject[2]; for (int i = 0; i < 2; i++) { MazeBases[i] = GameObject.CreatePrimitive(PrimitiveType.Cylinder); MazeBases[i].transform.parent = MazeObject.transform; if (MyFloor) { MazeBases[i].GetComponent <Renderer>().material = MyFloor; } MazeBases[i].name = "Floortile"; MazeBases[i].transform.localScale = new Vector3(1f, (1 / scale.y), 1f); } float Locposition = 0.5f; MazeBases[0].transform.localPosition = new Vector3(0, Locposition, 0); MazeBases[1].transform.localPosition = new Vector3(0, -Locposition, 0); SearchArray(8); }
public void SphereBuild(Vector3 pos, Vector3 scale) { MazeObject = InitBuild(pos, scale); SearchArray(5); GameObject MazeBase; if (MyFloorPrefab) { MazeBase = Instantiate(MyFloorPrefab); } else { MazeBase = GameObject.CreatePrimitive(PrimitiveType.Sphere); } MazeBase.transform.parent = MazeObject.transform; MazeBase.transform.localPosition = new Vector3(0, 0, 0); MazeBase.transform.localScale = new Vector3(((scale.x - 1) / scale.x), ((scale.y - 1) / scale.y), ((scale.z - 1) / scale.z)); if (MyFloor) { MazeBase.GetComponent <Renderer>().material = MyFloor; } }
public void BottomFloorBuild(Vector3 pos, Vector3 scale) { MazeObject = InitBuild(pos, scale); SearchArray(2); GameObject MazeBase; if (MyFloorPrefab) { MazeBase = Instantiate(MyFloorPrefab); } else { MazeBase = GameObject.CreatePrimitive(PrimitiveType.Cube); } MazeBase.transform.parent = MazeObject.transform; MazeBase.transform.localScale = new Vector3(((scale.x) / scale.x), ((scale.y) / scale.y), ((scale.z) / scale.z)); if (MyFloor) { MazeBase.GetComponent <Renderer>().material = MyFloor; } if (y == 1) { MazeBase.transform.localPosition = new Vector3(0, -1, 0); } else if (x == 1) { MazeBase.transform.localPosition = new Vector3(-1, 0, 0); } else if (z == 1) { MazeBase.transform.localPosition = new Vector3(0, 0, -1); } }