示例#1
0
    // Return true if it is possible to spawn a Protester at the given coordinates
    bool CheckSpawnCoords(Vector2 pos)
    {
        Vector3 pos3D = Protester.TopVec2ToVec3(pos);

        for (int i = 0; i != population; ++i)
        {
            if (Vector3.Distance(pos3D, protesters[i].transform.position) < 1f)
            {
                return(false);
            }
        }
        return(true);
    }
示例#2
0
    // Spawn a Protester and store it in the internal array at index idx
    void SpawnProtester(int idx)
    {
        Vector2 pos     = new Vector2();
        int     attempt = 0;

        do
        {
            // Check that the generation isn't stuck
            float t = Time.time;
            if (attempt > maxGenAttempts)
            {
                Debug.LogError("Crowd generation taking too long, aborting");
                settingsAreShit = true;
                return;
            }

            // Generate spawn coordinates
            switch (parameters.crowdShape)
            {
            case Shape.Circle:
                pos = Random.insideUnitCircle * parameters.circle.radius;
                break;

            case Shape.Rectangle:
                pos = new Vector2(Random.Range(parameters.rectangle.topLeft.x, parameters.rectangle.bottomRight.x),
                                  Random.Range(parameters.rectangle.bottomRight.y, parameters.rectangle.topLeft.y));
                break;
            }
            ++attempt;
        } while (!CheckSpawnCoords(pos));

        // Actually spawn the Protester
        Protester newProt = GameObject.Instantiate(protesterPrefab, crowdRoot.transform) as Protester;

        newProt.transform.GetChild(1).GetComponent <Renderer>().material = parameters.SwapColor[Random.Range(0, 3)];
        newProt.transform.position = Protester.TopVec2ToVec3(pos) + new Vector3(0, 0.5f, 0);
        protesters [idx]           = newProt;
        population += 1;
    }