private void CreateBuildingOnRoad(Road road) { var cell = road.ParentCell; const int offset = 6; const float minDistance = 0.5f; //Create an offset line of this road towards the inside of the cell var offsetLine = road.GenerateOffsetParallelTowardsPoint(offset, cell.SitePoint); //calculate total length of the line var length = offsetLine.Length(); var traveled = minDistance; //keep repeating until the end is reached while (traveled < length - minDistance) { //get point on line using normalized values [0,1] var pc = traveled / length; var pos = offsetLine.FindRandomPointOnLine(pc, pc); //Create a building site from this point var bs = BuildingSite.FromPoint(pos); bs.ParentRoad = road; road.Buildings.Add(bs); //travel along the line using the width of the building site traveled += (minDistance + bs.Width / 2); } }
public static BuildingSite FromPoint(Point p) { var b = new BuildingSite(p.X, p.Y); return b; }
/// <summary> /// Spawn a building on the position /// </summary> private void SpawnBuilding(Vector3 position, GameObject prefab, BuildingSite building) { var road = building.ParentRoad; //Make the building face the road, make a perpendicular line from the building pos to the road var lookAtPos = road.FindPerpendicularPointOnLine(new Point(position.x, position.z)).ToVector3(); //get correct spawn height from the terrain position.y = _terrain.SampleHeight(position); lookAtPos.y = position.y; //Get bounds of the prefab and store them var size = prefab.GetPrefabBounds(); building.Width = (int)size.x; building.Height = (int)size.z; //don't spawn when there is a collision var colliderPos = position; colliderPos.y += size.y / 2; if (isOverlapping(prefab, position)) { return; } //instantiate the building var go = (GameObject)Object.Instantiate(prefab, position, prefab.transform.rotation); //look at the road go.transform.LookAt(lookAtPos); //flip on Y go.transform.RotateAround(position, go.transform.up, 180); go.isStatic = true; go.SetParent(_buildingParent); building.UserData = go; //Remove grass and other details around the object //RemoveDetailsAroundGameObject((GameObject)go); //Add to the buildings list _buildings.Add(building); }
public static BuildingSite FromPoint(Point p) { var b = new BuildingSite(p.X, p.Y); return(b); }