public void SpawnRandom() { DeleteOldProps(); //Set the environment data to pull from envObjPrefab.GetComponent <EnvironmentObject>().environmentData = decorListObj; int count = decorListObj.decorDataList.Length; float x = -2f; for (int i = 0; i < count; i++) { EnvironmentObjectData data = decorListObj.decorDataList[i]; x += data.radius; EnvironmentObject obj = Instantiate(envObjPrefab, new Vector3(x, 0f, 0f), Quaternion.identity).GetComponent <EnvironmentObject>(); x += data.radius; obj.Init(0, i); } count = decorListObj.structureDataList.Length; for (int i = 0; i < count; i++) { EnvironmentObjectData data = decorListObj.structureDataList[i]; x += data.radius; EnvironmentObject obj = Instantiate(envObjPrefab, new Vector3(x, 0f, 0f), Quaternion.identity).GetComponent <EnvironmentObject>(); x += data.radius; obj.Init(1, i); } count = decorListObj.landMarkDataList.Length; for (int i = 0; i < count; i++) { EnvironmentObjectData data = decorListObj.landMarkDataList[i]; x += data.radius; EnvironmentObject obj = Instantiate(envObjPrefab, new Vector3(x, 0f, 0f), Quaternion.identity).GetComponent <EnvironmentObject>(); x += data.radius; obj.Init(2, i); } }