void growTrees(float xStart, float xRange, float angRange) { Debug.Log("growing trees"); for (int i = 0; i < treeCount; i++) { float dis = Random.Range(xStart, xRange); float ang = Random.Range(0, angRange); int tId = Random.Range(0, trees.Length); Debug.Log("grew tree with tid: " + tId); PolarToCartesian randLoc = new PolarToCartesian(dis, ang); GameObject treeInstance = (GameObject)Instantiate(trees[tId], new Vector3(randLoc.x + terrainCenter, 0, randLoc.y + terrainCenter), Quaternion.identity); treeInstance.name = treeFabNames[tId] + i; treeInstance.gameObject.transform.LookAt(new Vector3(150, 0, 150)); } }
void placeHuntees(float xStart, float xRange, float angRange) { Debug.Log("growing trees"); for (int i = 0; i < hunteeCount; i++) { float dis = Random.Range(xStart, xRange); float ang = Random.Range(0, angRange); int hId = Random.Range(0, huntees.Length); Debug.Log("hid: " + hId); PolarToCartesian randLoc = new PolarToCartesian(dis, ang); GameObject hunteeInstance = (GameObject)Instantiate(huntees[hId], new Vector3(randLoc.x + terrainCenter, 2.5f, randLoc.y + terrainCenter), Quaternion.identity); hunteeInstance.name = hunteeFabNames[hId] + i; hunteeInstance.gameObject.transform.LookAt(new Vector3(150, 0, 150)); hunteeInstances.Add(hunteeInstance); } }