void CreateSpawner(int idx) { Transform rotater = new GameObject("Rotater").transform; rotater.transform.SetParent(transform, false); rotater.localRotation = Quaternion.Euler(0f, idx * 360f / numberOfSpawners, 0f); StuffSpawner spawner = Instantiate <StuffSpawner> (prefabSpawner); spawner.transform.SetParent(rotater, false); spawner.transform.localPosition = new Vector3(0f, 0f, radius); spawner.transform.localRotation = Quaternion.Euler(tiltAngle, 0f, 0f); }
void CreateSpawner(int index) { Transform rotater = new GameObject("Rotater").transform; rotater.SetParent(transform, false); rotater.localRotation = Quaternion.Euler(0f, index * 360 / numberOfSpawners, 0f); StuffSpawner spawner = Instantiate <StuffSpawner> (spawnerPrefab); spawner.transform.SetParent(rotater, false); spawner.transform.localPosition = new Vector3(0f, 0f, radius); spawner.transform.localRotation = Quaternion.Euler(tiltAngle, 0f, 0f); spawner.stuffMaterial = stuffMaterials [index % stuffMaterials.Length]; }
void CreateSpawner(int index) { // Create a new rotater object that goes into position on a 360 deg ring based on index Transform rotater = new GameObject("Rotater").transform; rotater.SetParent(transform, false); rotater.localRotation = Quaternion.Euler(0f, index * 360f / numberOfSpawners, 0f); // Create a spawner at the same position StuffSpawner spawner = Instantiate <StuffSpawner>(spawnerPrefab); spawner.transform.SetParent(rotater, false); spawner.transform.localPosition = new Vector3(0f, 0f, radius); spawner.transform.localRotation = Quaternion.Euler(tiltAngle, 0f, 0f); spawner.stuffMaterial = stuffMaterials[index % stuffMaterials.Length]; }
//spawns the spawner based on its index void CreateSpawner(int index) { Transform rotater = new GameObject("Rotater").transform; rotater.SetParent(transform, false); //evenly spaces out spawners in a circle rotater.localRotation = Quaternion.Euler(0f, index * 360f / numberOfSpawners, 0f); //instantiates the spawner pointing it towards the center StuffSpawner spawner = Instantiate <StuffSpawner>(spawnerPrefab); spawner.transform.SetParent(rotater, false); spawner.transform.localPosition = new Vector3(0f, 0f, radius); spawner.transform.localRotation = Quaternion.Euler(tiltAngle, 0f, 0f); //gives the spawner the color its objects will have spawner.stuffMaterial = stuffMaterials[index % stuffMaterials.Length]; }
private void Awake() { mats = new Material[4]; mats[0] = mat0; mats[1] = mat1; mats[2] = mat2; mats[3] = mat3; for (int i = 0; i < numSpawns; ++i) { Transform rotater = new GameObject("rotater").transform; rotater.SetParent(transform); rotater.localRotation = Quaternion.Euler(0f, i * 360 / numSpawns, 0f); StuffSpawner spawner = Instantiate <StuffSpawner>(spawnerPrefab); spawner.transform.SetParent(rotater, false); spawner.transform.localPosition = new Vector3(0f, 0f, radius); spawner.transform.localRotation = Quaternion.Euler(-30f, 0f, 0f); spawner.material = mats[i % mats.Length]; } }