public override void Init() { float[] randoms = new float[] { Random.Range(.4f, .6f), Random.Range(.4f, .6f), Random.Range(.4f, .6f), Random.Range(.4f, .6f) }; Vector3[] vecs = { new Vector3(-1, 1, 0) * .5f, new Vector3(1, 1, 0) * .5f, new Vector3(1, -1, 0) * .5f, new Vector3(-1, -1, 0) * .5f }; float j = Random.Range(.5f, .8f); for (int i = 0; i < 4; i++) { GameObject g = GameObject.CreatePrimitive(PrimitiveType.Cube); g.transform.parent = this.transform; g.GetComponent <MeshRenderer>().material = material; SetRandomColor randomColor = g.AddComponent <SetRandomColor>(); randomColor.SetValues(j, j + .1f, Random.value, 1, 1, 1); randomColor.RandomizeColor(); int k = (i + 1) % 4; int l = (i + 2) % 4; g.transform.localScale = new Vector3(.1f, .1f, Vector3.Distance( Vector3.Lerp(vecs[i], vecs[k], randoms[i]), Vector3.Lerp(vecs[k], vecs[l], randoms[k]))); g.transform.localPosition = Vector3.Lerp(Vector3.Lerp(vecs[i], vecs[k], randoms[i]), Vector3.Lerp(vecs[k], vecs[l], randoms[k]), .5f); g.transform.LookAt(Vector3.Lerp(vecs[i], vecs[k], randoms[i])); j += .04f; } GameObject G = GameObject.CreatePrimitive(PrimitiveType.Cube); G.transform.parent = this.transform; G.GetComponent <MeshRenderer>().material = material; SetRandomColor RandomColor = G.AddComponent <SetRandomColor>(); RandomColor.SetValues(j, j + .1f, Random.value, 1, .5f, .6f); RandomColor.RandomizeColor(); G.transform.localScale = new Vector3(1, 1, .1f); G.transform.localPosition = new Vector3(0, 0, .2f); }
public override void Init() { int rand = Random.Range(1, 10); float j = Random.Range(.3f, .5f); for (int i = 0; i < rand; i++) { GameObject g = GameObject.CreatePrimitive(PrimitiveType.Cube); g.transform.parent = this.transform; SetRandomColor randomColor = g.AddComponent <SetRandomColor>(); randomColor.SetValues(j, j + .1f, Random.value, 1, 1, 1); randomColor.RandomizeColor(); g.GetComponent <MeshRenderer>().material = material; float size = ((float)i + 1) / (float)rand; g.transform.localScale = new Vector3(size, size, .1f); g.transform.localPosition = new Vector3(0, 0, i * .1f); g.transform.localEulerAngles = new Vector3(0, 0, Random.Range(-5f, 5f)); j += .04f; } }