void InitBuldingsOver() { int timer_kill = 0; // int h_ = 1 for (int i = 0; i < BildingCount; i++) { // for (int j = 0; j < h_; j++) // { Vector3 temp_position = new Vector3((float)(-6 + (i * (BildingPart.GetComponent <Renderer>().bounds.size.x + 1))), -4); // while (IsIntersect(_jjj, new Vector3(b.position.x + b.GetComponent<Renderer>().bounds.size.x / 2, b.position.y + b.GetComponent<Renderer>().bounds.size.y / 2))) while (IsIntersect(new Vector3(temp_position.x, temp_position.y))) { temp_position = new Vector3((float)(-6 + (i * (BildingPart.GetComponent <Renderer>().bounds.size.x + 1))), temp_position.y + BildingPart.GetComponent <Renderer>().bounds.size.y); timer_kill++; if (timer_kill > 500) { break; } } var b = Instantiate(BildingPart) as Transform; // b.GetComponent<Renderer>().material.color = Color.clear; BiltdingPart p_ = b.GetComponent <BiltdingPart>(); p_.Destroyed += P__BildingPartDestroyed; p_.Damaged += P__BildingPartDamaged; // b.position = new Vector3((float)(-6 + (i * (b.GetComponent<Renderer>().bounds.size.x + 1))), -3); b.position = temp_position; } }
void Start() { int h_ = UnityEngine.Random.Range(1, floors_max); for (int j = 0; j < ((!RandoomFloors)?floors_max:h_); j++) { var b = Instantiate(bp1) as Transform; BiltdingPart p_ = b.GetComponent <BiltdingPart>(); p_.Destroyed += P__PartDestroyed; p_.Damaged += P__Damaged; b.position = new Vector3(transform.position.x, (-3 + j * b.GetComponent <Renderer>().bounds.size.y)); // buldings.Add(b); } h_ = UnityEngine.Random.Range(1, floors_max); }
void InitBuldings() { int h_ = UnityEngine.Random.Range(1, floors_max); for (int i = 0; i < BildingCount; i++) { for (int j = 0; j < ((!RandoomFloors) ? floors_max : h_); j++) { /* var b = Instantiate(BildingPart) as Transform; * BildingScript p_ = b.GetComponent<BildingScript>(); * p_.BildingPartDestroyed += P__BildingPartDestroyed; * p_.BildingPartDamaged += P__BildingPartDamaged; * b.position = new Vector3((float)(-6 + (i * (b.GetComponent<Renderer>().bounds.size.x + 1))), b.GetComponent<Renderer>().bounds.size.y); * // buldings.Add(b);*/ var b = Instantiate(BildingPart) as Transform; BiltdingPart p_ = b.GetComponent <BiltdingPart>(); p_.Destroyed += P__BildingPartDestroyed; ; p_.Damaged += P__BildingPartDamaged; b.position = new Vector3((float)(-6 + (i * (b.GetComponent <Renderer>().bounds.size.x + 1))), (-4 + j * b.GetComponent <Renderer>().bounds.size.y)); } h_ = UnityEngine.Random.Range(1, floors_max); } }