private static void GenerateMain(BuildingLot _lot) { // PosX Vector3 pos = _lot.transform.position + new Vector3(_lot.GetOffsetX() + _lot.GetCurrentBuildingWidth(), 0.0f, _lot.GetOffsetZ() + (float)panelSize / 2); GeneratePosXPanels(_lot, (int)_lot.GetCurrentBuildingLength(), pos, _lot.GetBuildingPanels()); // PosZ pos = _lot.transform.position + new Vector3(_lot.GetOffsetX() + (float)panelSize / 2, 0.0f, _lot.GetOffsetZ() + _lot.GetCurrentBuildingLength()); GeneratePosZPanels(_lot, (int)_lot.GetCurrentBuildingWidth(), pos, _lot.GetBuildingPanels()); // NegX pos = _lot.transform.position + new Vector3(_lot.GetOffsetX(), 0.0f, _lot.GetOffsetZ() + (float)panelSize / 2); GenerateNegXPanels(_lot, (int)_lot.GetCurrentBuildingLength(), pos, _lot.GetBuildingPanels()); // NegZ pos = _lot.transform.position + new Vector3(_lot.GetOffsetX() + (float)panelSize / 2, 0.0f, _lot.GetOffsetZ()); GenerateNegZPanels(_lot, (int)_lot.GetCurrentBuildingWidth(), pos, _lot.GetBuildingPanels()); // PosY pos = _lot.transform.position + new Vector3(_lot.GetOffsetX() + (float)panelSize / 2, _lot.GetCurrentBuildingHeight() - (float)panelSize / 2, _lot.GetOffsetZ() + (float)panelSize / 2); GeneratePosYPanels(_lot, (int)_lot.GetCurrentBuildingWidth(), (int)_lot.GetCurrentBuildingLength(), pos, _lot.GetBuildingPanels()); }
private static bool MutationPosX(BuildingLot _lot) { if (_lot.GetOffsetX() + _lot.GetCurrentBuildingWidth() < _lot.GetLotWidth()) { return(true); } return(false); }