public void Fill(int x, int y, int z, int r, int damage, Side side) { GameObject copy = Instantiate(orePrefabs[r], transform.position + new Vector3(x * spacing, y * spacing, z * depthSpacing), transform.rotation, layers[z]); Ore o = copy.GetComponent <Ore>(); o.SetSortOrder(-z * 10); if (damage > 0) { //Debug.Log($"Random Damage {damage}"); o.Smash(damage, side, true); } grid[x, y, z] = o; }
void Randomize() { for (int i = 0; i < xSize; i++) { for (int j = 0; j < ySize; j++) { for (int k = 0; k < zSize; k++) { int r = Random.Range(0, orePrefabs.Length); GameObject copy = Instantiate(orePrefabs[r], transform.position + new Vector3(i * spacing, j * spacing, k * depthSpacing), transform.rotation, layers[k]); Ore o = copy.GetComponent <Ore>(); o.SetSortOrder(-k * 10); grid[i, j, k] = o; // add to the appropriate events // allows me to change the alpha of a bunch of them when the player changes depth } } } }