public void SpawnObstacles() { SensorManager.Instance.ClearSensors(); foreach (var obstacle in obstacleList) { Destroy(obstacle.gameObject); } obstacleList.Clear(); for (int i = 0; i < numberOfObstaclesToSpawn; i++) { var obs = Create.Behaviour(obstaclePrefab, transform); var sizeX = Random.Range(1.0f, 5.0f); var sizeZ = Random.Range(1.0f, 5.0f); var posX = Random.Range(-levelSizeX, levelSizeX); var posZ = Random.Range(-levelSizeZ, levelSizeZ); obs.transform.position = new Vector3(posX, 1, posZ); obs.transform.localScale = new Vector3(sizeX, obstaclePrefab.transform.localScale.y, sizeZ); obstacleList.Add(obs); } }
public void CreateDummyBehaviourInstanceAsChild() { if (Application.isPlaying) { // Instantiates a script in a GameObject Create.Behaviour <DummyBehaviour>(transform); } else { Debug.LogWarning("In order to see Create working, please enter Play mode."); } }
public void SpawnSensors() { ClearSensors(); for (int i = 0; i < numberOfSensorsToSpawn; i++) { var s = Create.Behaviour(sensorPrefab); var x = Random.Range(-levelSizeX, levelSizeX); var z = Random.Range(-levelSizeZ, levelSizeZ); s.transform.position = new Vector3(x, 10, z); sensors.Add(s); } }