void Start() { if (Instance != this) { return; } if (m_randomVehicleSpawnPerNode && Application.isPlaying) { TrafficSystemPiece[] roadPieces = GameObject.FindObjectsOfType <TrafficSystemPiece>(); for (int rIndex = 0; rIndex < roadPieces.Length; rIndex++) { float rand = Random.Range(0.0f, 1.0f); // Debug.Log("rand (" + rand + ") <= m_randomVehicleSpawnChancePerNode (" + m_randomVehicleSpawnChancePerNode + ")"); if (rand <= m_randomVehicleSpawnChancePerNode && CanSpawn()) { int randVehicleIndex = Random.Range(0, m_vehiclePrefabs.Count); roadPieces[rIndex].SpawnRandomVehicle(m_vehiclePrefabs[randVehicleIndex]); } } } if (!m_followCameraScript) { if (transform.GetComponent <TrafficSystemFollowCamera>()) { m_followCameraScript = transform.GetComponent <TrafficSystemFollowCamera>(); } } }
void Start() { if(Instance != this) return; if(m_randomVehicleSpawnPerNode && Application.isPlaying) { TrafficSystemPiece[] roadPieces = GameObject.FindObjectsOfType<TrafficSystemPiece>(); for(int rIndex = 0; rIndex < roadPieces.Length; rIndex++) { float rand = Random.Range(0.0f, 1.0f); // Debug.Log("rand (" + rand + ") <= m_randomVehicleSpawnChancePerNode (" + m_randomVehicleSpawnChancePerNode + ")"); if(rand <= m_randomVehicleSpawnChancePerNode) { int randVehicleIndex = Random.Range(0, m_vehiclePrefabs.Count); roadPieces[rIndex].SpawnRandomVehicle( m_vehiclePrefabs[randVehicleIndex] ); } } } if(!m_followCameraScript) if(transform.GetComponent<TrafficSystemFollowCamera>()) m_followCameraScript = transform.GetComponent<TrafficSystemFollowCamera>(); }