private void Awake() { bulletPooler.InitializePool(); laserPooler.InitializePool(); rocketPooler.InitializePool(); float theta = 360f / spokes; turretPositions = new TurretPositions(); for (int i = 0; i < spokes; i++) { TurretPosition pos = new TurretPosition(); pos.turrets = new List <Turret>(); pos.positionObject = Instantiate(turretPositionPrefab, planet.transform); pos.positionObject.name = string.Format("Turret Position {0}", i); pos.positionObject.transform.localPosition = Vector3.zero; pos.positionObject.transform.Rotate(Vector3.forward * theta * -i); pos.positionObject.transform.Translate(Vector3.up * turretDropPosition.position.y); if (i > 0) { turretPositions[turretPositions.Count - 1].rightPosition = pos; pos.leftPosition = turretPositions[turretPositions.Count - 1]; } turretPositions.Add(pos); } turretPositions[0].leftPosition = turretPositions[turretPositions.Count - 1]; turretPositions[turretPositions.Count - 1].rightPosition = turretPositions[0]; ghostTurretInstance = Instantiate(ghostTurret, transform).GetComponent <GhostTurret>(); ghostTurretInstance.name = "Ghost Turret"; ghostTurretInstance.gameObject.SetActive(false); ghostTurretInstance.targetPosition = turretPositions[0]; ghostTurretInstance.topPosition = turretDropPosition; ghostTurretInstance.turretHeightOffset = turretHeightOffset; List <int> biomeTesting = new List <int>(); for (int i = 0; i < 20; i++) { biomeTesting.Add(i % 4); } //SetBiomeData(biomeTesting.ToArray()); }