示例#1
0
        public static void Create()
        {
            GameObject objSpace = MonoBehaviour.Instantiate(SceneDataHandler.GetPrefab(SpaceObjectPrefab.Space), new Vector3(0, 0, 0), Quaternion.identity);

            objSpace.name = "Space";
            objSpace.transform.SetParent(SceneDataHandler.Scene.transform);

            Space _space = objSpace.GetComponent <Space>();

            //_space.Coordinates =
            Sector[] _sectors = SectorGenerator.Create(_space, 1);
            _space.SetChild(_sectors);

            //space.index = GenerateIndex();
        }
示例#2
0
        public static Moon[] Create(Planet planet, int amount)
        {
            _moons = new Moon[amount];
            for (int index = 1, i = 0; i < amount; index++, i++)
            {
                GameObject objMoon = MonoBehaviour.Instantiate(SceneDataHandler.GetPrefab(SpaceObjectPrefab.Moon), new Vector3(0, 0, 0), Quaternion.identity);

                _moons[i] = objMoon.GetComponent <Moon>();
                //sectors[i].index = GenerateIndex(index.ToString());
                _moons[i].SetPosition(new Coordinates(Random.Range(50, 100), 0, 0, 5, planet.Position.scale));
                //sectors[i].Name =

                objMoon.name = "Moon:";  // + sectors[i].index;
                objMoon.transform.SetParent(planet.transform);
            }
            return(_moons);
        }
示例#3
0
        public static Planet[] Create(Star star, int amount)
        {
            _planets = new Planet[amount];
            for (int index = 1, i = 0; i < amount; index++, i++)
            {
                GameObject objPlanet = MonoBehaviour.Instantiate(SceneDataHandler.GetPrefab(SpaceObjectPrefab.Planet), new Vector3(0, 0, 0), Quaternion.identity);

                _planets[i] = objPlanet.GetComponent <Planet>();
                //sectors[i].index = GenerateIndex(index.ToString());
                _planets[i].SetPosition(new Coordinates(Random.Range(100, 500), 0, 0, 10, star.Position.scale));
                //sectors[i].Name =

                Moon[] _moon = MoonGenerator.Create(_planets[i], 2);
                _planets[i].SetChild(_moon);

                objPlanet.name = "Planet:";  // + sectors[i].index;
                objPlanet.transform.SetParent(star.transform);
            }
            return(_planets);
        }
示例#4
0
        public static Star[] Create(Sector sector, int amount)
        {
            _stars = new Star[amount];

            for (int index = 1, i = 0; i < amount; index++, i++)
            {
                GameObject objStar = MonoBehaviour.Instantiate(SceneDataHandler.GetPrefab(SpaceObjectPrefab.Star), new Vector3(0, 0, 0), Quaternion.identity);

                _stars[i] = objStar.GetComponent <Star>();
                //sectors[i].index = GenerateIndex(index.ToString());
                _stars[i].SetPosition(new Coordinates(0, 0, 0, 100, sector.Position.scale));

                //sectors[i].Name =

                Planet[] _planet = PlanetGenerator.Create(_stars[i], 2);
                _stars[i].SetChild(_planet);

                objStar.name = "Star:";  // + sectors[i].index;
                objStar.transform.SetParent(sector.transform);
            }
            sector.SetChild(_stars);
            return(_stars);
        }
示例#5
0
        public static Sector[] Create(Space space, int amount)
        {
            _sectors = new Sector[amount];


            for (int index = 1, i = 0; i < amount; index++, i++)
            {
                GameObject objSector = MonoBehaviour.Instantiate(SceneDataHandler.GetPrefab(SpaceObjectPrefab.Sector), new Vector3(0, 0, 0), Quaternion.identity);

                _sectors[i] = objSector.GetComponent <Sector>();
                //sectors[i].index = GenerateIndex(index.ToString());
                _sectors[i].SetPosition(new Coordinates(0, 0, 0, 10000));

                //sectors[i].Name =

                Star[] _stars = StarGenerator.Create(_sectors[i], 1);
                _sectors[i].SetChild(_stars);

                objSector.name = "Sector:";  // + sectors[i].index;
                objSector.transform.SetParent(space.transform);
            }
            space.SetChild(_sectors);
            return(_sectors);
        }