using System.Collections; using System.Collections.Generic; using UnityEngine; public class BuildingParent : MonoBehaviour { public List BuildingPool; public List Buildingmaterials; public Building buildingObj; public Obstacle obstacleObj; public int index = 0; int iterator = 0; int counter = 0; bool PooledIt = false; public Obstacle InstantiatedObstacle; private void Start() { index = 5; Func(); } private void FixedUpdate() { if (BuildingPool[index % BuildingPool.Count].PlayerExitedfromBuilding == true) { BuildingPool[index % BuildingPool.Count].PlayerExitedfromBuilding = false; index++; ObjPooler(); } if (iterator < 5) { if (BuildingPool[iterator % BuildingPool.Count].PlayerExitedfromBuilding == true) { BuildingPool[iterator % BuildingPool.Count].PlayerExitedfromBuilding = false; iterator++; } } } [ContextMenu("Func")] public void Func() { for (int i = 0; i < 10; i++) { Building temp = Instantiate(buildingObj, transform); temp.transform.localPosition = new Vector3(0, 0, -10 * i); BuildingPool.Add(temp); int percentAge = Random.Range(0, 100); int percentAgeObstacle = Random.Range(0, 100); if (percentAge < 40) { int rand = Random.Range(0, Buildingmaterials.Count); for (int j = 0; j < temp.renderers.Count; j++) { temp.renderers[j].material = Buildingmaterials[rand]; } } if (percentAgeObstacle < 30) { InstantiatedObstacle = Instantiate(obstacleObj, transform); } } } public void ObjPooler() { int temp = counter % BuildingPool.Count; Debug.Log("temp: " + temp + " counter: " + counter); BuildingPool[temp].transform.localPosition = new Vector3(0, 0, -100 - (10 * counter)); counter++; Destroy(InstantiatedObstacle); int percentAgeObstacle = Random.Range(0, 100); if (percentAgeObstacle < 20) InstantiatedObstacle = Instantiate(obstacleObj, transform); int percentAge = Random.Range(0, 100); if (percentAge < 40) { int rand = Random.Range(0, Buildingmaterials.Count); for (int j = 0; j < BuildingPool[j].renderers.Count; j++) { BuildingPool[j].renderers[j].material = Buildingmaterials[rand]; } } } }