private void PlaceRowOfScenery(int row, int rowShift) { var sceneryObject = PillarTileChunkScenery.GenerateRow(row); sceneryObject.transform.parent = transform; sceneryObject.transform.eulerAngles = transform.eulerAngles; sceneryObject.transform.localPosition = new Vector3(rowShift * 5, 0, row * 10f); }
int fakeRowIndex = 0; // fujky public TrackRow GetRow(int rowIndex) { UpdateGeneratorForRow(rowIndex); var row = currentGenerator.PlaceRow(rowIndex); if (rowIndex % Mathf.CeilToInt(5f / currentGenerator.sideSize) == 0) { var sceneryObject = PillarTileChunkScenery.GenerateRow(fakeRowIndex++); sceneryObject.transform.parent = row.transform; sceneryObject.transform.position = row.transform.position; // sceneryObject.transform.eulerAngles = row.transform.eulerAngles; // sceneryObject.SetColor(palette3.Get3Colors(rowIndex)[1]); } return(row); }