void NewQuake() { lastQuakeTime = Time.time; // Random epicenter epicenter = Random.onUnitSphere * 0.5f; // Focus on epicenter hexa.FlyTo(epicenter, 1f); }
/// <summary> /// Applies a random extrusion to all tiles /// </summary> void RandomExtrusion() { hexa.extruded = true; hexa.extrudeMultiplier = 0.05f; for (int k = 0; k < hexa.tiles.Length; k++) { float extrusionAmount = UnityEngine.Random.value; if (extrusionAmount > 0.015f) { hexa.SetTileExtrudeAmount(k, extrusionAmount); Color landColor = new Color(0, extrusionAmount, 0); hexa.SetTileColor(k, landColor); } else { hexa.SetTileExtrudeAmount(k, 0f); hexa.SetTileColor(k, new Color(0f, 0.411f, 0.58f)); } } animateTileIndex = Random.Range(0, hexa.tiles.Length - 1); hexa.FlyTo(animateTileIndex, 2f); }