예제 #1
0
 private void SpawnNegative(Transform parentSidewalk)
 {
     for (float offset = -49; offset < 50; offset += 13)
     {
         float      x_pos;
         Quaternion randRotation;
         float      randNum = Random.Range(0, 100);
         if (randNum > 40)
         {
             GameObject random_negative = Prefabs.RandomNegative() as GameObject;
             if (randNum % 2 == 0)
             {
                 float rand_x = Random.Range(0, 5);
                 x_pos        = rand_x;
                 randRotation = Quaternion.Euler(0, 180, 0);
             }
             else
             {
                 float rand_x = Random.Range(-5, 5);
                 x_pos        = rand_x;
                 randRotation = Quaternion.identity;
             }
             Vector3 randPosition = new Vector3(x_pos, parentSidewalk.transform.position.y + 2.25f, parentSidewalk.transform.position.z + offset);
             (Instantiate(random_negative, randPosition, randRotation)).transform.parent = parentSidewalk;
         }
     }
 }
예제 #2
0
 private void SpawnStreetLamps(Transform parentSidewalk)
 {
     for (float offset = -47.5f; offset < 47.5; offset += 10)
     {
         rando_lamp = Prefabs.RandomStreetLamp() as GameObject;
         Vector3    leftPosition  = new Vector3(-5, spawnedSidewalk.transform.position.y + 2, spawnedSidewalk.transform.position.z + offset);
         Vector3    rightPosition = new Vector3(5, spawnedSidewalk.transform.position.y + 2, spawnedSidewalk.transform.position.z + offset);
         Quaternion leftRotation  = Quaternion.Euler(0, 180, 0);
         (Instantiate(rando_lamp, leftPosition, leftRotation)).transform.parent         = spawnedSidewalk;
         (Instantiate(rando_lamp, rightPosition, Quaternion.identity)).transform.parent = spawnedSidewalk;
     }
 }
예제 #3
0
 private void SpawnRandomStreetItems(Transform parentSidewalk)
 {
     for (float offset = -48.5f; offset < 48.5f; offset += 10)
     {
         rando_street_item = Prefabs.RandomStreetItem() as GameObject;
         Vector3    leftPosition  = new Vector3(-5, spawnedSidewalk.transform.position.y + 1.25f, spawnedSidewalk.transform.position.z + offset);
         Vector3    rightPosition = new Vector3(5, spawnedSidewalk.transform.position.y + 1.25f, spawnedSidewalk.transform.position.z + offset);
         Quaternion leftRotation  = Quaternion.Euler(0, 180, 0);
         (Instantiate(rando_street_item, leftPosition, leftRotation)).transform.parent         = spawnedSidewalk;
         (Instantiate(rando_street_item, rightPosition, Quaternion.identity)).transform.parent = spawnedSidewalk;
     }
 }
예제 #4
0
        private void SpawnTrees(Transform parentSidewalk)
        {
            for (int offset = -50; offset < 50; offset += 5)
            {
                rando_tree = Prefabs.RandomTree() as GameObject;
//				rando_tree.transform.parent = parentSidewalk;
                Vector3    leftPosition  = new Vector3(-5, spawnedSidewalk.transform.position.y + 10, spawnedSidewalk.transform.position.z + offset);
                Vector3    rightPosition = new Vector3(5, spawnedSidewalk.transform.position.y + 10, spawnedSidewalk.transform.position.z + offset);
                Quaternion leftRotation  = Quaternion.Euler(0, 180, 0);
                (Instantiate(rando_tree, leftPosition, leftRotation)).transform.parent         = spawnedSidewalk;
                (Instantiate(rando_tree, rightPosition, Quaternion.identity)).transform.parent = spawnedSidewalk;
            }
        }
예제 #5
0
//	private GameObject[] trueConnections;
        // Use this for initialization
        void Start()
        {
            rb = GetComponent <Rigidbody> ();
            if (GM.kloutCount > 0)
            {
                count = GM.kloutCount.ToString();
            }
            else
            {
                count = "really 0...you got to get urself out there";
            }
//		kloutText.text = count;
            print(count);
            print(GM.kloutCount);
//		print (trulyMoveOrb.connections.Count);
            print("trying to find connections");

//			for (int i = 0; i < GM.connections.Count ; i++) {
//			print ("trying to instantiate");
//			var position = new Vector3 (5 * i, 0, 0);
//			Instantiate (trulyMoveOrb.connections [i], position, Quaternion.identity);
//		}
            foreach (string name in GM.connections.Keys)
            {
                print(name);
                print(GM.connections [name]);
                GameObject person = Prefabs.ReturnPositive(name) as GameObject;
                if (person)
                {
                    for (int i = 1; i <= GM.connections [name]; i++)
                    {
                        var        position = new Vector3(x_pos, y_pos, z_pos);
                        GameObject body     = Instantiate(person, position, Quaternion.identity);
                        if (x_pos > 20)
                        {
                            x_pos = 0;
//							z_pos += 5;
                            y_pos += 2;
                        }
                        else
                        {
                            x_pos += 5;
                        }
                    }
                }
            }
        }