public void Start() { Random.InitState((int)DateTime.Now.Ticks); _isLastChunk = false; _roadChunks = new LinkedList <RoadChunkObject>(); _position = _startPosition; _bunGenerator = new ClassicBunGenerator(5, 10); _chunkGenerator = new ClassicChunkGenerator(_bunGenerator, _chunkPrefabs, _roadChunks); _initChunkGenerator = new InitialChunkGenerator(_bunGenerator, _startChunkPrefab, _roadChunks); InstantiateFOVChunks(); StartCoroutine(InstantiateNextChunk()); }
public InitialChunkGenerator(IBunGenerator bunGenerator, GameObject initialChunkPrefab, LinkedList <RoadChunkObject> chunkObjects) { _bunGenerator = bunGenerator; _initialChunkPrefab = initialChunkPrefab; _chunkObjects = chunkObjects; }
public void GenerateBuns(IBunGenerator generator) { generator.GenerateBuns(_baseRoadChunkObject.transform); }
public ClassicChunkGenerator(IBunGenerator bunGenerator, List <GameObject> chunkPrefabs, LinkedList <RoadChunkObject> chunkObjects) { _bunGenerator = bunGenerator; _chunkPrefabs = chunkPrefabs; _chunkObjects = chunkObjects; }