static void CreateProceduralTree() { var procTree = new GameObject(string.Format("Tree_{0:X4}", Random.Range(0, 65536))).AddComponent<ProcTree>(); procTree.seed = Random.Range(0, 65536); procTree.RandomizeSettings(); procTree.Generate(Random.Range(0f, 1f) <= 0.5f ? true : false); }
static void CreateProceduralBuilding() { var procBuilding = new GameObject(string.Format("Building_{0:X4}", Random.Range(0, 65536))).AddComponent<Building>(); procBuilding.seed = Random.Range(0, 65536); procBuilding.RandomizeSettings(); procBuilding.Generate(); }
public List<GameObject> CreateListOfPrefabs(List<GameObject> prefabList, int cone, int house, float scale) { List<GameObject> prefabs = new List<GameObject>(); if (prefabList.Count == 0) { if (house == -1) Debug.Log("Please choose number of tree types"); else Debug.Log("Please choose number of building types"); } else { for (int i = 0; i < prefabList.Count; i++) { if (prefabList[i] == null) { if (house == -1) { ProcTree procTree = new GameObject("tree").AddComponent<ProcTree>(); procTree.RandomizeSettings(); procTree.Generate(cone == 0 ? true : false); prefabs.Add(procTree.gameObject); } else { Building procBuilding = new GameObject("building").AddComponent<Building>(); procBuilding.RandomizeSettings(); procBuilding.Generate(); procBuilding.floors = house == 0 ? Random.Range(1, 5) : Random.Range(5, 9); prefabs.Add(procBuilding.gameObject); } } else { prefabs.Add(prefabList[i]); } } } return prefabs; }