public void CreateRoad() { GameObject lastRoad; //update le tableau _roadsInGame _roadsInGame[0] = null; for (int i = 1; i < _roadsInGame.Length; i++) { _roadsInGame[i - 1] = _roadsInGame[i]; } _roadsInGame[_roadsInGame.Length - 1] = GetRandomPrefab(); lastRoad = _roadsInGame[_roadsInGame.Length - 1]; moveRoad = lastRoad.GetComponent <MoveRoad>(); previousMoveRoad = _roadsInGame[_roadsInGame.Length - 2].GetComponent <MoveRoad>(); _roadsInGame[_roadsInGame.Length - 1] = Instantiate( lastRoad, previousMoveRoad.endPos.position + (lastRoad.transform.position - moveRoad.startPos.position), _initPosInstantiate.rotation, transform); }
private void Awake() { _roadsInGame = new GameObject[_nbRoadToInit]; for (int i = 0; i < _nbRoadToInit; i++) { _roadsInGame[i] = GetRandomPrefab(); } //instantiate le premier _roadsInGame[0] = Instantiate(_roadsInGame[0], _initPosInstantiate.position, _initPosInstantiate.rotation, transform); //instantiate le reste en fonction du précedent for (int i = 1; i < _roadsInGame.Length; i++) { previousMoveRoad = _roadsInGame[i - 1].GetComponent <MoveRoad>(); moveRoad = _roadsInGame[i].GetComponent <MoveRoad>(); _roadsInGame[i] = Instantiate( _roadsInGame[i], previousMoveRoad.endPos.position + (_roadsInGame[i].transform.position - moveRoad.startPos.position), _initPosInstantiate.rotation, transform); } }