/* * public void AddFuzz() * { * // Take each corner and add 10% fuzz * * float fuzz_x = size_x / 10; * float fuzz_z = size_z / 10; * * bottom_left_pos.x += Random.Range((bottom_left_pos.x - fuzz_x), (bottom_left_pos.x + fuzz_x)); * * * * * if (child_nodes.Count == 0) * return; * * foreach(GameObject child in child_nodes) * { * child.GetComponent<Node>().AddFuzz(); * } * }*/ private void GenerateBuilding(ObjectGenerator _object_gen, float _road_offset) { float x = Vector3.Distance(bottom_left_pos, bottom_right_pos); float z = Vector3.Distance(bottom_left_pos, top_left_pos); new_pos = new Vector3(bottom_left_pos.x + (x / 2), 0, bottom_left_pos.z + (z / 2)); var new_building = _object_gen.GenerateBuilding(new_pos, x, z); new_building.transform.parent = this.transform; }