/// <summary> /// The CreateContiniousWall. /// </summary> /// <param name="scale">The scale<see cref="float"/>.</param> /// <param name="parent">The parent<see cref="Transform"/>.</param> /// <param name="lineStrings">The lineStrings<see cref="ReadOnlyCollection{LineString}"/>.</param> private void CreateContiniousWall(float scale, Transform parent, dynamic lineStrings) { foreach (var lines in lineStrings) { Vector3[] positions; var lineRenderer = MultiLineStringHandler.CreateLineRenderer(_wallPrefab, parent); MultiLineStringHandler.UpdateLineRendererPoints(lines, out positions, scale, lineRenderer); buildTowers(parent, positions, scale); } }
/// <summary> /// The Create. /// </summary> /// <param name="collection">The collection<see cref="FeatureCollection"/>.</param> /// <param name="scale">The scale<see cref="float"/>.</param> /// <param name="city">The city<see cref="GameObject"/>.</param> public override void Create(dynamic collection, float scale, GameObject city) { var _parent = CityGeneratorHelper.GetParentTransformFromCity(city, CityElements.Rivers); var riversFeature = CityGeneratorHelper.GetFeatureBasedOnPropertyValueName(collection, idName); if (riversFeature == null) { return; } var polygons = CityGeneratorHelper.GetPolygonsFromFeature(riversFeature); foreach (var poly in polygons) { Vector3[] positions; var lineRenderer = MultiLineStringHandler.CreateLineRenderer(_riverPrefab, _parent); MultiLineStringHandler.UpdateLineRendererPoints(poly, out positions, scale, lineRenderer); } }