public GameObject generateStarSystem(GameObject baseObject) { GameObject centreMass = Instantiate(systemCentreMass, new Vector3(0, 0, 0), Quaternion.identity, baseObject != null ? baseObject.transform : gameObject.transform); centreMass.name = "CentreMass"; float currentMinBodySeparation = Random.Range(initialMinBodySeparation, initialMaxBodySeparation); int totalPlanets = (int)Random.Range(minPlanetGeneration, maxPlanetGeneration); for (int i = 0; i < totalPlanets; i++) { GameObject planet = Instantiate(planetPrefab, centreMass.transform); planet.name = "Planet-" + i; OrbitingBody planetBody = ((OrbitingBody)planet.GetComponent(typeof(OrbitingBody))); planetBody.minBodySeparation = currentMinBodySeparation; planetBody.setupOrbit(); currentMinBodySeparation = planetBody.getDistanceFromFoci() + minBodySeparation; //moon generation for current planet float currentMinMoonSeparation = Random.Range(initialMinMoonSeparation, initialMaxMoonSeparation); int totalMoons = (int)Random.Range(minMoonGeneration, maxMoonGeneration); for (int j = 0; j < totalMoons; j++) { GameObject moon = Instantiate(moonPrefab, planet.transform); moon.name = "Planet-" + i + "-Moon-" + j; OrbitingBody moonBody = ((OrbitingBody)moon.GetComponent(typeof(OrbitingBody))); moonBody.minBodySeparation = currentMinMoonSeparation; moonBody.setupOrbit(); currentMinMoonSeparation = moonBody.getDistanceFromFoci() + minMoonSeparation; } } return(centreMass); }