// Use this for initialization void Start() { cubes = new Dictionary <int, List <GameObject> >(); cubePooler_script = cubePooler_object.GetComponent <NewObjectPooler_script>(); //spawnCubes(10f, 10f, 10f); //for (int i = 0; i < 1; i ++) //{ // print("test"); // spawnCubes(10f, 10f, i * 10f); //} }
void randomizeCubeAppearence() { var scaleDecider = Random.Range(1, 100); float randScale = 1; if (scaleDecider >= 1 && scaleDecider <= 70) { //small randScale = Random.Range(1f, 1.5f); this.transform.tag = "!walkable"; } else if (scaleDecider >= 71 && scaleDecider <= 95) { //medium randScale = Random.Range(2f, 2.5f); this.transform.tag = "!walkable"; } else if (scaleDecider >= 96 && scaleDecider <= 100) { //large walkable isWalkable = true; this.transform.tag = "walkable"; randScale = Random.Range(3f, 4f); } if (transform.tag == "walkable") { this.GetComponent <Renderer>().material.color = Color.green; } else { this.GetComponent <Renderer>().material.color = Color.grey; } Vector3 scale = new Vector3(randScale, randScale, randScale + 0.00012f); this.transform.localScale = scale; NewObjectPooler_script.randomScale(this.gameObject); }