private void CreateJunctions() { Vector3[] corners = path.corners; if (corners.Length < 2) { return; } for (int i = 0; i < corners.Length; i++) { junctions.Add(Junction.CreateNew(town1.transform, town1.transform.worldToLocalMatrix.MultiplyPoint(corners[i]))); } }
public Road Split(Vector3 splitPoint) { // Compute new roads Junction splitJunc = Junction.CreateNew(transform.parent, splitPoint); Junction junc2 = Junction2; Junction2 = splitJunc; Road nRoad = CreateNew(transform.parent, splitJunc, junc2, width); // Recalculate current road ComputePositioning(); GenerateMesh(); return(nRoad); }
public void GenerateRoads(BasicTerrainGen gen) { centralJunction = Junction.CreateNew(transform); centralJunction.GenerateRoads(this, gen.centerRoadsCount, gen.minRoadsLength, gen.maxRoadsLength, gen.centerRoadsWidth); }