// Use this for initialization void Start() { if (isServer) { MinMaxCubeWidth = SanitizeMinMax(MinMaxCubeWidth); MinMaxCubeHeight = SanitizeMinMax(MinMaxCubeHeight); for (int n = 0; n < NumberOfCubes; n++) { //get together all our variables used to place the cubes float l = Random.Range(-length / 2, length / 2); float phi = Random.Range(0, 180); float theta = phi % 60 + Mathf.Floor(phi / 60) * 120; theta += Offset; Vector3 scale = new Vector3(Random.Range(MinMaxCubeWidth.x, MinMaxCubeWidth.y), Random.Range(MinMaxCubeHeight.x, MinMaxCubeHeight.y), Random.Range(MinMaxCubeWidth.x, MinMaxCubeWidth.y)); Vector3 coords = RadialToCartesian(l, theta, radius, scale.y); //network instantiate GameObject g = (GameObject)Instantiate(TerrainCube, coords, Quaternion.Euler(theta, 0, 0)); g.transform.localScale = scale; g.transform.parent = transform; //NetworkServer.Spawn(g); RandomCube cube = new RandomCube(); cube.obj = g; CubeList.Add(cube); Debug.Log(n); } } //Network.Instantiate(TerrainCube, transform.position, Quaternion.Euler(0, 0, 0), 0); }
// RANDOM POINT ON A CUBE. Return a Vector3 public Vector3 PointOnACube(Normalization n, float t) { return(RandomCube.Surface(ref _rand, n, t)); }
// RANDOM POINT ON A CUBE. Return a Vector3 public Vector3 PointOnACube() { return(RandomCube.Surface(ref _rand)); }
// RANDOM POINT IN A CUBE. Return a Vector3 public Vector3 PointInACube(Normalization n, float t) { return(RandomCube.Volume(ref _rand, n, t)); }
// RANDOM POINT IN A CUBE. Return a Vector3 public Vector3 PointInACube() { return(RandomCube.Volume(ref _rand)); }