public void GenerateTrail(TrailSpot first, TrailSpot final) { this.firstLocation = first; this.finalLocation = final; /*Debug.Log("Trail Generated!"); * Debug.Log("First location: " + firstLocation.SpotName); * Debug.Log("Final location: " + finalLocation.SpotName);*/ }
//used to make slots for this specific stretch //Constructor public Stretch(int stretchID) { this.stretchID = stretchID; switch (stretchID) { case 1: this.nameOfStartingLocation = "Williamstown"; this.nameOfEndLocation = "PineCobble"; this.startingLocationPos = new Vector3(42.716950f, 0, 0); this.endLocationPos = new Vector3(42.726261f, 1894, 0); this.startingSpot = new Town(nameOfStartingLocation, startingLocationPos, new Vector2(873, 266)); this.endSpot = new Lookout(nameOfEndLocation, endLocationPos, new Vector2(1894, 577)); this.distanceInMiles = 1.5f; //unsure??? this.windingMin = 1.5f; this.windingMax = 2.5f; this.bumpMin = .5f; this.bumpMax = 1f; break; //Thought: there is "class of 98 trail" between pine cobble and williamstown, i think any protruding paths should be ignored. //"This is the path you MUST take the kids down or you'll get in trouble" or something??? But does that make sense if that's the only thing //that the camp really cares about? maybe they could also care about money spent in towns. case 2: this.nameOfStartingLocation = "PineCobble"; this.nameOfEndLocation = "EphsLookout"; this.startingLocationPos = new Vector3(42.726261f, 1894, 0); this.endLocationPos = new Vector3(42.734124f, 2280, 0); startingSpot = new Lookout(nameOfStartingLocation, startingLocationPos, new Vector2(1894, 577)); endSpot = new Lookout(nameOfEndLocation, endLocationPos, new Vector2(2280, 695)); this.distanceInMiles = 1.2f; this.windingMin = .2f; this.windingMax = .5f; this.bumpMin = .5f; this.bumpMax = 1f; break; case 3: this.nameOfStartingLocation = "EphsLookout"; this.nameOfEndLocation = "SethWarnerShelter"; this.startingLocationPos = new Vector3(42.734124f, 2280, 0); this.endLocationPos = new Vector3(42.771968f, 2300, 0); startingSpot = new Lookout(nameOfStartingLocation, startingLocationPos, new Vector2(2280, 695)); endSpot = new Shelter(nameOfEndLocation, endLocationPos, new Vector2(2180, 664)); //converted myself this.distanceInMiles = 2.8f; this.windingMin = 1f; this.windingMax = 1.5f; this.bumpMin = .5f; this.bumpMax = 1f; break; } this.amountOfSlotsInLevel = (int)(distanceInMiles * 100f); }