private void Start() { _quadTree = new QuadTree(new Rect(0, 0, WorldSize.x, WorldSize.y), BodiesPerNode, MaxSplits); _csQuad = new CollisionSystemQuadTree(_quadTree); for (int i = 0; i < MaxBodies; i++) { var body = GameObject.Instantiate <DemoPhysicsBody>(DemoPhysicsBody); body.transform.position = new Vector3(Random.Range(0, WorldSize.x), 0, Random.Range(0, WorldSize.y)); _csBrute.AddBody(body); // add body to CollisionSystemBrute _csQuad.AddBody(body); _quadTree.AddBody(body); // add body to QuadTree _quadTreeBodies.Add(body); // cache bodies so we can refresh the tree in update } }
private void Start() { //Checking game objects tag. Because we want to instantiate to main object(DemoPhysicsBody) if (gameObject.CompareTag("Generator")) { MaxBodies = UIContoller.uIContoller.MaxBodies; _quadTree = new QuadTree(new Rect(0, 0, WorldSize.x, WorldSize.y), BodiesPerNode, MaxSplits); _csQuad = new CollisionSystemQuadTree(_quadTree); //Instantiating game objects for (int i = 0; i < MaxBodies; i++) { InstantiateObj(); } } }
private void Start() { _quadTree = new QuadTree(new Rect(0, 0, WorldSize.x, WorldSize.y), BodiesPerNode, MaxSplits); _csQuad = new CollisionSystemQuadTree(_quadTree); //Başlangıçta belirttiğimiz kadar circleyi rasgele pozisyonlarla yerleştirdik for (int i = 0; i < MaxBodies; i++) { var body = GameObject.Instantiate <PhysicsBody> (PhysicsBody); body.transform.parent = GameObject.FindGameObjectWithTag("objects").transform; var posX = Random.Range(0, WorldSize.x); var posY = Random.Range(0, WorldSize.y); body.transform.position = new Vector2(posX, posY); var lScale = Random.Range(1, MaxScaleSize); body.transform.localScale = new Vector2(lScale, lScale); } }
private void Start() { _quadTree = new QuadTree(new Rect(0, 0, WorldSize.x, WorldSize.y), BodiesPerNode, MaxSplits); _csQuad = new CollisionSystemQuadTree(_quadTree); AddObject(); }