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91 lines
2.8 KiB
C#
91 lines
2.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BuildingParent : MonoBehaviour
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{
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public List<Building> BuildingPool;
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public List<Material> Buildingmaterials;
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public Building buildingObj;
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public Obstacle obstacleObj;
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public int index = 0;
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int iterator = 0;
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int counter = 0;
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bool PooledIt = false;
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public Obstacle InstantiatedObstacle;
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private void Start()
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{
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index = 1;
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Func();
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}
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private void FixedUpdate()
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{
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if (BuildingPool[index % BuildingPool.Count].PlayerExitedfromBuilding == true)
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{
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BuildingPool[index % BuildingPool.Count].PlayerExitedfromBuilding = false;
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index++;
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ObjPooler();
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}
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if (iterator < 1)
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{
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if (BuildingPool[iterator % BuildingPool.Count].PlayerExitedfromBuilding == true)
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{
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BuildingPool[iterator % BuildingPool.Count].PlayerExitedfromBuilding = false;
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iterator++;
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}
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}
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}
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[ContextMenu("Func")]
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public void Func()
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{
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//if (InstantiatedObstacle != null)
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// Destroy(InstantiatedObstacle);
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for (int i = 0; i < 10; i++)
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{
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Building temp = Instantiate(buildingObj, transform);
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temp.transform.localPosition = new Vector3(0, 0, -10 * i);
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BuildingPool.Add(temp);
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int percentAge = Random.Range(0, 100);
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int percentAgeObstacle = Random.Range(0, 100);
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if (percentAge < 40)
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{
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int rand = Random.Range(0, Buildingmaterials.Count);
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for (int j = 0; j < temp.renderers.Count; j++)
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{
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temp.renderers[j].material = Buildingmaterials[rand];
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}
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}
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if (percentAgeObstacle < 80)
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{
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InstantiatedObstacle = Instantiate(obstacleObj, temp.transform);
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}
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}
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}
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public void ObjPooler()
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{
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int temp = counter % BuildingPool.Count;
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BuildingPool[temp].transform.localPosition = new Vector3(0, 0, -100 - (10 * counter));
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counter++;
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if (InstantiatedObstacle != null)
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Destroy(InstantiatedObstacle.gameObject);
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int percentAgeObstacle = Random.Range(0, 100);
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if (percentAgeObstacle < 80)
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InstantiatedObstacle = Instantiate(obstacleObj, BuildingPool[temp].transform);
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int percentAge = Random.Range(0, 100);
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if (percentAge < 40)
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{
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int rand = Random.Range(0, Buildingmaterials.Count);
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for (int j = 0; j < BuildingPool[j].renderers.Count; j++)
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{
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BuildingPool[j].renderers[j].material = Buildingmaterials[rand];
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}
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}
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}
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}
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