public void GenerateStarSystemAll(Queue <SectorStarTransform> _StarPositionList) { while (_StarPositionList.Count > 0) { SectorStarTransform _SingleStarPosition = _StarPositionList.Dequeue(); GenerateStarSystem(_SingleStarPosition, sectorName, sectorGameObject); } //Debug.Log(_StarPositionList.Count + "_" + _StarSystemSizeList.Count); }
public void GenerateStarSystem(SectorStarTransform StarTransform, string sectorName, GameObject sectorGameObject) { string ssn = BuildStarSystemName(StarTransform.StarPosition, sectorName); GameObject starSystemObject = new GameObject(ssn); starSystemObject.AddComponent <MeshFilter>().mesh = sphereMesh; starSystemObject.AddComponent <MeshRenderer>(); starSystemObject.transform.position = StarTransform.StarPosition; starSystemObject.transform.localScale = StarTransform.StarSystemSize; starSystemObject.transform.SetParent(sectorGameObject.transform); StarSystem i = new StarSystem(StarTransform.starType1, StarTransform.starType2, StarTransform.starType3, StarTransform.StarSystemType, StarTransform.StarPosition, ssn, sector, starSystemObject, galaxy); SectorStars.Add(i); //Debug.Log("Created StarSystems"); }
public void GenerateSectorStarPosition() { sectorType = SectorTypeGeneration(sectorCoord); numSectorStars = GenerateSectorNumStars(sectorType); for (int i = 0; i < numSectorStars; i++) { float fStarSystemSize = galaxy.randomNumber.Next(1, 10); StarType starType1 = null; StarType starType2 = null; StarType starType3 = null; StarSystemType starSystemType = (StarSystemType)galaxy.randomNumber.Next(0, (int)StarSystemType.COUNT); if (starSystemType == StarSystemType.SINGULAR_STAR_SYSTEM) { int starType1int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length); starType1 = galaxy.starTypeTable[starType1int]; } else if (starSystemType == StarSystemType.BINARY_STAR_SYSTEM) { int starType1int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length); starType1 = galaxy.starTypeTable[starType1int]; int starType2int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length); starType2 = galaxy.starTypeTable[starType2int]; } else if (starSystemType == StarSystemType.TRINARY_STAR_SYSTEM) { int starType1int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length); starType1 = galaxy.starTypeTable[starType1int]; int starType2int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length); starType2 = galaxy.starTypeTable[starType2int]; int starType3int = galaxy.randomNumber.Next(0, galaxy.starTypeTable.Length); starType3 = galaxy.starTypeTable[starType3int]; } SectorStarTransform StarTransform = new SectorStarTransform(new Vector3(galaxy.randomNumber.Next(trueSectorCoord.x, Galaxy.SectorSize + trueSectorCoord.x + 1), galaxy.randomNumber.Next(trueSectorCoord.y, Galaxy.SectorSize + trueSectorCoord.y + 1), galaxy.randomNumber.Next(trueSectorCoord.z, Galaxy.SectorSize + trueSectorCoord.z + 1)), new Vector3(fStarSystemSize, fStarSystemSize, fStarSystemSize), starSystemType, starType1, starType2, starType3); StarTransformList.Enqueue(StarTransform); } IsSectorPopulated = true; //Debug.Log("Creating star positions"); }