private void InstantiateNextPatch() { pathDrawer pDrawer = currPatch.GetComponentInChildren <pathDrawer>(); patchDistance = pDrawer.patchLength; nextPatch = (GameObject)Instantiate(patchesPrefabs[Random.Range(0, patchesPrefabs.Length)], new Vector3(prevDistance + patchDistance, 0, 0), new Quaternion()); }
public void SetNextPatchCPs() { pathDrawer pDrawer = nextPath.GetComponent <pathDrawer>(); nextCPPositions = new Vector3[pDrawer.CP_pos.Length]; for (int i = 0; i < nextCPPositions.Length; i++) { nextCPPositions[i] = pDrawer.CP_pos[i].position; nextCPPositions[i].x = nextCPPositions[i].x + patchDistance; } }
public void SetCurrentPatchCPs() //берем контрольные точки { currAngle = 90.0f; pathDrawer pDrawer = currPath.GetComponent <pathDrawer>(); patchDistance = pDrawer.patchLength; currCPPositions = new Vector3[pDrawer.CP_pos.Length]; for (int i = 0; i < currCPPositions.Length; i++) { currCPPositions[i] = pDrawer.CP_pos[i].position; currCPPositions[i].x = currCPPositions[i].x; } }