// when chunk is created, it is automattically positioned to its generation start position public void Initialize() { asteroidBillboards = new AsteroidManager.AsteroidBillboard[BeltGenerator.asteroidsPerChunk]; startZ = transform.position.z; float curZ = startZ; for (int i = 0; i < BeltGenerator.asteroidsPerChunk; i++) { curZ += generationZStep; asteroidBillboards[i] = new AsteroidManager.AsteroidBillboard(AsteroidManager.instance.GetRandomAtlasIndex(), GetNextAsteroidPosition(curZ), AsteroidManager.instance.GetRandomAsteroidSize()); } }
public void PushBack(AsteroidManager.AsteroidBillboard billboard) { asteroidBillboards.Add(billboard); QueParticleUpdate(); }