public void GenerateChunk(Vector3 position, Transform parent) { int prefabCount = _chunkPrefabs.Count; if (prefabCount < 1) { Debug.LogError("Chunk prefab list is empty!"); return; } int selectedIndex = Random.Range(0, prefabCount); var selectedPrefab = _chunkPrefabs[selectedIndex]; Debug.Log($"New Road Chunk => Selected Chunk: {selectedPrefab.name}"); // Spawn new GameObject chunkGO = GameObject.Instantiate(selectedPrefab, position, Quaternion.identity, parent); // Destroy first _chunkObjects.First.Value.Dispose(); _chunkObjects.RemoveFirst(); RoadChunkObject chunk = new RoadChunkObject(chunkGO); chunk.GenerateBuns(_bunGenerator); _chunkObjects.AddLast(chunk); }
public void GenerateChunk(Vector3 position, Transform parent) { GameObject roadChunk = GameObject.Instantiate(_initialChunkPrefab, position, Quaternion.identity, parent); RoadChunkObject chunk = new RoadChunkObject(roadChunk); chunk.GenerateBuns(_bunGenerator); _chunkObjects.AddLast(chunk); }