void Awake() { //create walking ground plane = GameObject.CreatePrimitive(PrimitiveType.Plane); scale = (int)gridWorldSize.x/10; // scaling the plane gives an 10*scale x 10*scale (x-axis x z-axis) plane, set to 50 plane.transform.localScale = new Vector3 (scale, 1, scale); //scales only in x and z dimensions grass = Resources.Load ("Materials/TL_Grass_01/U5_Material/TL_Grass_01_U5") as Material; plane.GetComponent<Renderer> ().material = grass; plane.layer = 11; //set borders walls.Add ((GameObject) Resources.Load("Borders/Walls/wall1")); walls.Add ((GameObject) Resources.Load("Borders/Walls/wall2")); walls.Add ((GameObject) Resources.Load("Borders/Walls/wall3")); walls.Add ((GameObject) Resources.Load("Borders/Walls/wall4")); for (int i =0; i< walls.Count; i++) { Instantiate (walls[i], walls[i].transform.position, walls[i].transform.rotation); } //choose skybox skyboxes.Add ((Material) Resources.Load("Skyboxes/skybox1")); skyboxes.Add ((Material) Resources.Load("Skyboxes/skybox2")); skyboxes.Add ((Material) Resources.Load("Skyboxes/skybox3")); skyboxes.Add ((Material) Resources.Load("Skyboxes/skybox4")); skyboxes.Add ((Material) Resources.Load("Skyboxes/skybox5")); int randomskybox = Random.Range (0, skyboxes.Count+1); if (randomskybox != skyboxes.Count) { RenderSettings.skybox = skyboxes [randomskybox]; } RenderSettings.fog = true; //create roads and trees roadbuilder = GetComponent<GenerateRoads>(); roadbuilder.Generate (); }
// Start is called before the first frame update void Start() { _generateRoads = GetComponentInParent <GenerateRoads>(); _speed = _generateRoads.roadSpeed; _mainCamera = FindObjectOfType <Camera>(); transform.position += Vector3.back * _speed * Time.deltaTime; }
void Awake() { plane = GameObject.CreatePrimitive(PrimitiveType.Plane); scale = 15; // scaling the plane gives an 5*scale x 5*scale (x-axis x z-axis) plane, set to 50 plane.transform.localScale = new Vector3 (scale, 1, scale); //scales only in x and z dimensions roadbuilder = GetComponent<GenerateRoads>(); roadbuilder.Generate(); }