public void Init() { Rebuild(); SetColliderMesh(); PlanetFiller pf = GetComponent <PlanetFiller>(); if (pf) { pf.FillPlanet(); } }
Planet InitPlanet(Vector3 pos) { Planet planet = Instantiate(planetPrefab).GetComponent <Planet>(); planet.transform.position += pos; PlanetFiller filler = planet.gameObject.GetComponent <PlanetFiller>(); Planetdata pd = planetBlueprints[Random.Range(0, planetBlueprints.Length)]; planet.maxTime = pd.timelimit; planet.grassColor = pd.grasscolor; filler.m_Prefabs = pd.props; ProceduralCylinder body = planet.gameObject.GetComponent <ProceduralCylinder>(); body.minRadius = pd.minRadius; body.maxRadius = pd.maxRadius; body.Init(); return(planet); }