/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Start() { //-------------- Class_AdditionalTools.RandomName(gameObject, "Asteroids Group"); StartCoroutine(Class_Asteroid.GenAsteroidsGroup(transform, asteroid, asteroidGroupRadius, asteroidSize)); //-------------- }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Start() { //-------------- Class_AdditionalTools.RandomName(gameObject, "Asteroid"); Class_AdditionalTools.RandomName(asteroidCubes, "Asteroid Cubes"); thisTransform.localRotation = Quaternion.Euler(Class_AdditionalTools.PositionSeed(thisTransform, 1.1f) * 90, Class_AdditionalTools.PositionSeed(thisTransform, 2.2f) * 90, Class_AdditionalTools.PositionSeed(thisTransform, 3.3f) * 90); int amountAsteroids = minAmountDetails + Mathf.RoundToInt(Mathf.Abs(Class_AdditionalTools.PositionSeed(transform, 8.98f)) * maxAmountDetails); StartCoroutine(Class_Asteroid.GenAsteroid(thisTransform, asteroidCubes.transform, Mathf.Pow(Class_Interface.distanceLod, 2), asteroidCubes, lod, amountAsteroids)); //-------------- }