void SpawnUnits() { //Every unit is a child of the parent empty object Vector3 CenterPos = gameObject.transform.position; Vector3 mTempPos = new Vector3(0, 0, 0); IdlePatrolScript PS; int mCounter = 0; for (int i = -2; i <= 3; i++) { for (int j = -2; j <= 3; j++) { mTempPos.x = (mUnitSize * i * 2) + CenterPos.x; mTempPos.z = (mUnitSize * j * 2) + CenterPos.z; GameObject mUnit = Instantiate(mUnitPrefab, mTempPos, gameObject.transform.rotation) as GameObject; mUnitArr[mCounter] = mUnit; mCounter++; PS = mUnit.GetComponent <IdlePatrolScript>(); PS.SetOffset((mUnitSize * i * 2), mUnitSize * 3, (mUnitSize * j * 2)); PS.SetParentObj(gameObject); } } }
void SpawnUnits() { //Every unit is a child of the parent empty object Vector3 CenterPos = gameObject.transform.position; Vector3 mTempPos = new Vector3(0, 0, 0); IdlePatrolScript PS; //Unit 1 mTempPos.x = (-mUnitSpread * 1) + CenterPos.x; mTempPos.z = (mUnitSpread * 2) + CenterPos.z; GameObject mUnit1 = Instantiate(mUnitPrefab, mTempPos, gameObject.transform.rotation) as GameObject; mUnitArr[0] = mUnit1; PS = mUnit1.GetComponent <IdlePatrolScript>(); PS.SetOffset((-mUnitSpread * 1), mUnitSpread * 3, (mUnitSpread * 2)); PS.SetParentObj(gameObject); //Unit 2 mTempPos.x = (mUnitSpread * 1) + CenterPos.x; mTempPos.z = (mUnitSpread * 2) + CenterPos.z; GameObject mUnit2 = Instantiate(mUnitPrefab, mTempPos, gameObject.transform.rotation) as GameObject; mUnitArr[1] = mUnit2; PS = mUnit2.GetComponent <IdlePatrolScript>(); PS.SetOffset((mUnitSpread * 1), mUnitSpread * 3, (mUnitSpread * 2)); PS.SetParentObj(gameObject); //Unit 3 mTempPos.x = (-mUnitSpread * 2) + CenterPos.x; mTempPos.z = (mUnitSpread * 1) + CenterPos.z; GameObject mUnit3 = Instantiate(mUnitPrefab, mTempPos, gameObject.transform.rotation) as GameObject; mUnitArr[2] = mUnit3; PS = mUnit3.GetComponent <IdlePatrolScript>(); PS.SetOffset((-mUnitSpread * 2), mUnitSpread * 3, (mUnitSpread * 1)); PS.SetParentObj(gameObject); //Unit 4 mTempPos.x = CenterPos.x; mTempPos.z = (mUnitSpread * 1) + CenterPos.z; GameObject mUnit4 = Instantiate(mUnitPrefab, mTempPos, gameObject.transform.rotation) as GameObject; mUnitArr[3] = mUnit4; PS = mUnit4.GetComponent <IdlePatrolScript>(); PS.SetOffset(0, mUnitSpread * 3, (mUnitSpread * 1)); PS.SetParentObj(gameObject); //Unit 5 mTempPos.x = (mUnitSpread * 2) + CenterPos.x; mTempPos.z = (mUnitSpread * 1) + CenterPos.z; GameObject mUnit5 = Instantiate(mUnitPrefab, mTempPos, gameObject.transform.rotation) as GameObject; mUnitArr[4] = mUnit5; PS = mUnit5.GetComponent <IdlePatrolScript>(); PS.SetOffset((mUnitSpread * 2), mUnitSpread * 3, (mUnitSpread * 1)); PS.SetParentObj(gameObject); //Unit 6 mTempPos.x = (-mUnitSpread * 1) + CenterPos.x; mTempPos.z = CenterPos.z; GameObject mUnit6 = Instantiate(mUnitPrefab, mTempPos, gameObject.transform.rotation) as GameObject; mUnitArr[5] = mUnit6; PS = mUnit6.GetComponent <IdlePatrolScript>(); PS.SetOffset((-mUnitSpread * 1), mUnitSpread * 3, 0); PS.SetParentObj(gameObject); //Unit 7 mTempPos.x = (mUnitSpread * 1) + CenterPos.x; mTempPos.z = CenterPos.z; GameObject mUnit7 = Instantiate(mUnitPrefab, mTempPos, gameObject.transform.rotation) as GameObject; mUnitArr[6] = mUnit7; PS = mUnit7.GetComponent <IdlePatrolScript>(); PS.SetOffset((mUnitSpread * 1), mUnitSpread * 3, 0); PS.SetParentObj(gameObject); //Unit 8 mTempPos.x = (-mUnitSpread * 2) + CenterPos.x; mTempPos.z = (-mUnitSpread * 1) + CenterPos.z; GameObject mUnit8 = Instantiate(mUnitPrefab, mTempPos, gameObject.transform.rotation) as GameObject; mUnitArr[7] = mUnit8; PS = mUnit8.GetComponent <IdlePatrolScript>(); PS.SetOffset((-mUnitSpread * 2), mUnitSpread * 3, (-mUnitSpread * 1)); PS.SetParentObj(gameObject); //Unit 9 mTempPos.x = CenterPos.x; mTempPos.z = (-mUnitSpread * 1) + CenterPos.z; GameObject mUnit9 = Instantiate(mUnitPrefab, mTempPos, gameObject.transform.rotation) as GameObject; mUnitArr[8] = mUnit9; PS = mUnit9.GetComponent <IdlePatrolScript>(); PS.SetOffset(0, mUnitSpread * 3, (-mUnitSpread * 1)); PS.SetParentObj(gameObject); //Unit 10 mTempPos.x = (mUnitSpread * 2) + CenterPos.x; mTempPos.z = (-mUnitSpread * 1) + CenterPos.z; GameObject mUnit10 = Instantiate(mUnitPrefab, mTempPos, gameObject.transform.rotation) as GameObject; mUnitArr[9] = mUnit10; PS = mUnit10.GetComponent <IdlePatrolScript>(); PS.SetOffset((mUnitSpread * 2), mUnitSpread * 3, (-mUnitSpread * 1)); PS.SetParentObj(gameObject); //Unit 11 mTempPos.x = (-mUnitSpread * 1) + CenterPos.x; mTempPos.z = (-mUnitSpread * 2) + CenterPos.z; GameObject mUnit11 = Instantiate(mUnitPrefab, mTempPos, gameObject.transform.rotation) as GameObject; mUnitArr[10] = mUnit11; PS = mUnit11.GetComponent <IdlePatrolScript>(); PS.SetOffset((-mUnitSpread * 1), mUnitSpread * 3, (-mUnitSpread * 2)); PS.SetParentObj(gameObject); //Unit12 mTempPos.x = (mUnitSpread * 1) + CenterPos.x; mTempPos.z = (-mUnitSpread * 2) + CenterPos.z; GameObject mUnit12 = Instantiate(mUnitPrefab, mTempPos, gameObject.transform.rotation) as GameObject; mUnitArr[11] = mUnit12; PS = mUnit12.GetComponent <IdlePatrolScript>(); PS.SetOffset((mUnitSpread * 1), mUnitSpread * 3, (-mUnitSpread * 2)); PS.SetParentObj(gameObject); }