void SpawnNucleon() { Nucleon prefab = nucleonPrefabs[Random.Range(0, nucleonPrefabs.Length)]; Nucleon spawn = Instantiate <Nucleon>(prefab); spawn.transform.localPosition = Random.onUnitSphere * spawnDistance; }
private void SpawnNucleon() { Nucleon prefab = prefabs[Random.Range(0, prefabs.Length)]; Nucleon spawn = Instantiate <Nucleon>(prefab); spawn.transform.localScale = Vector3.one; spawn.transform.localPosition = Random.onUnitSphere * distanceSpawns; }
void SpawnNucleon() { nucleonsAndProteonsCounter++; objectsCount.text = nucleonsAndProteonsCounter.ToString(); Nucleon prefab = nucleonPrefabs[Random.Range(0, nucleonPrefabs.Length)]; Nucleon spawn = Instantiate(prefab); spawn.transform.localPosition = Random.onUnitSphere * spawnDistance; }
void SpawnNucleon() { Nucleon prefab = nucleonPrefabs[Random.Range(0, nucleonPrefabs.Length)]; Nucleon spawn = Instantiate <Nucleon>(prefab); spawn.transform.localPosition = spawning() * spawnDistance; spawn.transform.SetParent(transform); ++nb_spawn; }
void SpawnNucleon() { Nucleon prephap = nucleonPrephaps[Random.Range(0, nucleonPrephaps.Length)]; Nucleon spawn = Instantiate <Nucleon>(prephap); spawn.transform.parent = this.transform; //spawn.GetComponent<MeshRenderer>().material.color = Random.ColorHSV(); spawn.transform.localPosition = Random.onUnitSphere * spawnDistance; }
//spawns the nucleon void SpawnNucleon() { //randomly picks an assigned prefab Nucleon prefab = nucleonPrefabs[Random.Range(0, nucleonPrefabs.Length)]; Nucleon spawn = Instantiate <Nucleon>(prefab); spawn.transform.parent = this.transform; //randomly places the nucleon along a sphere spawn.transform.localPosition = Random.onUnitSphere * spawnDistance; }
void SpawnNucleon() { //Getting a random nucleon from our prefab array Nucleon prefab = nucleonPrefabs[Random.Range(0, nucleonPrefabs.Length)]; //Instantiting a Nucleon with the selected prefab Nucleon instance = Instantiate <Nucleon>(prefab); //and setting the local position of the nucleon to a random spherepoint times spawndistance instance.transform.localPosition = Random.onUnitSphere * spawnDistance; }
void SpawnNucleon() { // Randomly select a prefab Nucleon prefab = nucleonPrefabs[Random.Range(0, nucleonPrefabs.Length)]; // Instantitate it Nucleon spawn = Instantiate <Nucleon>(prefab); // Giving it a random position to start spawn.transform.localPosition = Random.onUnitSphere * spawnDistance; }
void SpawnNucleon() { // pick a random prefab Nucleon prefab = nucleonPrefabs[Random.Range(0, nucleonPrefabs.Length)]; // instantiate it Nucleon spawn = Instantiate <Nucleon> (prefab); objectCount++; // position it spawn.transform.localPosition = Random.onUnitSphere * spawnDistance; }
//======================================================== private void SpawnNucleon() { Nucleon obj = Instantiate <Nucleon>(nucleonPrefabs[Random.Range(0, nucleonPrefabs.Length)], transform); obj.transform.localPosition = Random.onUnitSphere * spawnDistance; }
void SpawnNucleon(int index) { Nucleon spawn = Instantiate(nucleonPrefabs[index]); spawn.transform.localPosition = Random.onUnitSphere * spawnDistance; }