void InitLists(List <Point> from, List <Point>[] to, int m, int type, ref int count) { for (int i = 0; i < from.Count; i++) { if (from[i].type != type) { continue; } foreach (List <Point> NewP in to) { if (NewP.Count != 0) { for (int j = 0; j < NewP.Count; j++) { if (i >= from.Count) { i = from.Count - 1; } if (from.Count == 0) { break; } if (NewP[j].type != from[i].type) { break; } if (Math.Abs(from[i].latitude - NewP[j].latitude) <= m * metr && Math.Abs(from[i].latitude - NewP[j].latitude) <= m * metr) { NewP.Add(from[i]); from.Remove(from[i]); } } } else { NewP.Add(from[i]); from.Remove(from[i]); } } } foreach (List <Point> NewP in to) { if (NewP != null) { if (NewP.Count == 1) { for (int i = 0; i < NewP.Count; i++) { from.Add(NewP[i]); NewP.Remove(NewP[i]); } } count++; } } }
// Update is called once per frame void Update() { spawnspeed -= Time.deltaTime; if (spawnspeed <= 0) { GameObject NewP; NewP = Instantiate(PetrolpiecePreFAB, EngineBlockSPWN.position, EngineBlockSPWN.rotation); NewP.AddComponent <Rigidbody>().AddForce(Target.position - transform.position * Speed, ForceMode.Impulse); spawnspeed = ogspawnspeed; Nexttarget(); } }