void InitSpace() { if (hasCivilisation == false) { return; } if (asteroidC.GetNumAstroids() > 80) { salvageDrones = new List <GameObject>(); int numDrones = (int)((float)(asteroidC.GetNumAstroids() / 60) * GetComponent <SphereCollider>().radius); Debug.Log("Number of Drones: " + numDrones + " Number of Astroids: " + asteroidC.GetNumAstroids()); droneTypeIndex = Random.Range(0, salvagingDronePref.Length); Debug.Log("Drone Type: " + droneTypeIndex); switch (droneTypeIndex) { case 0: material = droneOneMaterialOptions[Random.Range(0, droneOneMaterialOptions.Length)]; break; } for (int i = 0; i < numDrones; i++) { Vector3 dronePos = transform.TransformPoint(Random.onUnitSphere * (GetComponent <SphereCollider>().radius + 1.56f)); GameObject tmp = Instantiate(salvagingDronePref[droneTypeIndex], dronePos, Quaternion.identity); if (material != null) { tmp.GetComponent <MeshRenderer>().material = material; } salvageDrones.Add(tmp); } moveDrone = new bool[salvageDrones.Count]; for (int i = 0; i < moveDrone.Length; i++) { moveDrone[i] = true; } } }