//render Tree public void RenderStuffs() { for (int i = 0; i < zoneDiv; i++) { for (int j = 0; j < zoneDiv; j++) { GameObject tree_parent = new GameObject(); tree_parent.name = "Trees"; GameObject item_parent = new GameObject(); item_parent.name = "Items"; GameObject mogwaiSpawners = new GameObject(); mogwaiSpawners.name = "MogwaiSpawners"; tree_parent.transform.SetParent(mapZones[i, j].transform); item_parent.transform.SetParent(mapZones[i, j].transform); mogwaiSpawners.transform.SetParent(mapZones[i, j].transform); for (int x = 0; x < unitX / zoneDiv; x++) { for (int y = 0; y < unitY / zoneDiv; y++) { //Debug.Log("check the units"); float rand = Random.value; int unitx = unitX * i / zoneDiv + x; int unity = unitY * j / zoneDiv + y; int id = units[unitx, unity].ID; //Render Tree for (int w = 0; w < biomes[id].trees.Count; w++) { float val = Random.value; if (val < biomes[id].trees[w].bornChance && units[unitx, unity].isOccupied == false) { units[unitx, unity].Tree = biomes[id].trees[w]; units[unitx, unity].isOccupied = true; GameObject tree_go = Instantiate(worldPrefabDictionary["Tree"], Vector3.zero, Quaternion.identity); tree_go.name = units[unitx, unity].Tree.name; tree_go.transform.SetParent(tree_parent.transform); tree_go.transform.position = new Vector3(unitx * 4, 0.9f, unity * 4); TreeObject treeObject = tree_go.GetComponent <TreeObject>(); treeObject.destroyableObject = units[unitx, unity].Tree; treeObject.Setup(); tree_go.GetComponentInChildren <SpriteRenderer>().sprite = treeObject.sprites[tree_go.name][Random.Range(0, treeObject.sprites[tree_go.name].Count)]; tree_go.GetComponentInChildren <SpriteRenderer>().sortingOrder = 1000 - units[unitx, unity].Y * 2; } } //Render Items if (biomes[id].items.Count > 0) { for (int w = 0; w < biomes[id].items.Count; w++) { float val = Random.value; if (val < biomes[id].items[w].dropChance && units[unitx, unity].isOccupied == false) { units[unitx, unity].Item = biomes[id].items[w]; units[unitx, unity].isOccupied = true; GameObject item_go = Instantiate(worldItemDictionary["ItemPickup"], Vector3.zero, Quaternion.identity); item_go.name = units[unitx, unity].Item.name; item_go.transform.SetParent(item_parent.transform); item_go.transform.position = new Vector3(unitx * 4, 0f, unity * 4); ItemPickup itemPickup = item_go.GetComponent <ItemPickup>(); itemPickup.item = units[x * i, y *j].Item; itemPickup.Setup(); itemPickup.item = units[unitx, unity].Item; item_go.GetComponentInChildren <SpriteRenderer>().sprite = itemPickup.sprites[item_go.name][Random.Range(0, itemPickup.sprites[item_go.name].Count)]; item_go.GetComponentInChildren <SpriteRenderer>().sortingOrder = 1000 - units[unitx, unity].Y * 2; } } } //Render mogwaiSpanwers /*if(biomes[id].mogwaispawner.Count > 0){ * * } */ } } } } }