public void Rectanglize() { int particle_for_each_edges = (int)(Particles / 4); float step = SquareLength / (float)(particle_for_each_edges); for (int i = 0; i < particle_for_each_edges; i++) { for (int j = 0; j < particle_for_each_edges; j++) { float yy = -SquareLength / 2 + (i * step); float xx = -SquareLength / 2 + (j * step); var pos = new Vector3(xx, yy, 0); var child = GameObject.Instantiate(Child, pos, Quaternion.identity); child.transform.parent = transform; var wanderco = child.GetComponent <WanderCorelated> (); if (_wandercoLast) { wanderco.Left = _wandercoLast; _wandercoLast = wanderco; } var sr = child.GetComponent <SpriteRenderer>(); sr.color = Random.ColorHSV(2f, .4f, .5f, .9f, 0.2f, 0.34f, 0.2f, 0.5f); } } }
public void Circlize() { for (int i = 0; i < Particles; i++) { var r = UnityEngine.Random.insideUnitCircle * InnerCircleRaidus; var pos = new Vector3(r.x, r.y, 0); var child = GameObject.Instantiate(Child, pos, Quaternion.identity); child.transform.parent = transform; var wanderco = child.GetComponent <WanderCorelated> (); if (wanderco) { if (_wandercoLast) { wanderco.Left = _wandercoLast; _wandercoLast = wanderco; } } var sr = child.GetComponent <SpriteRenderer>(); sr.color = Random.ColorHSV(2f, .4f, .5f, .9f, 0.3f, 0.45f, 0.2f, 0.5f); } }