IEnumerator SpawnObjects() { WaitForSeconds waitForInterval = new WaitForSeconds(m_SpawningInterval); while (true) { GameObject go = Instantiate(m_ObjectPrefab, transform); go.transform.parent = transform; go.transform.position = new Vector3(Random.Range(-10f, 10f), Random.Range(-10f, 10f), Random.Range(-10f, 10f)); //go.GetComponent<Rigidbody>().AddForce(new Vector3(Random.Range(-10f, 10f), // Random.Range(-10f, 10f), // Random.Range(-10f, 10f))); //ObjectPropertyHandler oph = go.AddComponent<ObjectPropertyHandler>(); //oph.m_Color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f), 1f); ObjectTextureHandler oph = go.AddComponent <ObjectTextureHandler>(); oph.m_TextureCellAndDimension = new Vector4(Mathf.Round(Random.Range(0.0f, 1.0f)), Mathf.Round(Random.Range(0.0f, 1.0f)), 2, 2); float tiling = Random.Range(1.0f, 3.0f); oph.m_TextureTilingAndOffset = new Vector4(tiling, tiling, Random.Range(0f, 1f), Random.Range(0f, 1f)); yield return(waitForInterval); } }
// Start is called before the first frame update void Start() { for (int i = 0; i < instances; ++i) { GameObject go = Instantiate(prefab, transform); go.transform.parent = transform; go.transform.position = new Vector3(Random.Range(-10f, 10f), Random.Range(-10f, 10f), Random.Range(-10f, 10f)); ObjectTextureHandler oph = go.AddComponent <ObjectTextureHandler>(); oph.m_TextureCellAndDimension = new Vector4(Mathf.Round(Random.Range(0.0f, 1.0f)), Mathf.Round(Random.Range(0.0f, 1.0f)), 2, 2); float tiling = Random.Range(1.0f, 3.0f); oph.m_TextureTilingAndOffset = new Vector4(tiling, tiling, Random.Range(0f, 1f), Random.Range(0f, 1f)); objs.Add(go); locs.Add(go.transform.position); } }