public ChunkFlow(ProceduralGeneratorOfChunk proceduralGeneratorOfChunk, Chunk lastChunk, ChunkBag chunkBag, int seed, int startingChunkId, Vector3 startingPosition, float angle) { lastRoomEndPosition = startingPosition; this.proceduralGeneratorOfChunk = proceduralGeneratorOfChunk; generationParentTransform = proceduralGeneratorOfChunk.transform; this.chunkBag = chunkBag; this.lastChunk = lastChunk; this.seed = seed; this.random = new System.Random(seed); this.nextChunkId = startingChunkId; rotation = angle; makeStartChunk(); }
void Update() { if (hasBeenDone) { return; } hasBeenDone = true; ProceduralGeneratorOfChunk pc = getMeOrCreate("ProceduralGeneratorOfChunk", "Prefab/Game/ProceduralGeneratorOfChunk").GetComponent <ProceduralGeneratorOfChunk>(); RunnerCamera rc = getMeOrCreate("Main Camera", "Prefab/Main Camera").GetComponent <RunnerCamera>(); Runner ru = getMeOrCreate("Runner", "Prefab/Runner").GetComponent <Runner>(); References gm = getMeOrCreate("GameManager", "Prefab/GameManager").GetComponent <References>(); getMeOrCreate("PureData", "Prefab/PureData").GetComponent <PureData>(); gm.runner = ru; gm.runnerCamera = rc; gm.proceduralGeneratorOfChunk = pc; pc.playersTransform = rc.transform; Object.DestroyImmediate(gameObject); }