void _spawn()
{
GameObject obj;
Vector3 pos;
float s;
Quaternion rot;
if (light_prefabs.Length > 0 && Random.Range(0f, 1f) > 0.4f)
{
//rot = transform.rotation *Quaternion.AngleAxis(90, Vector3.up);
obj = (GameObject)Instantiate(light_prefabs[Random.Range(0, light_prefabs.Length)], transform.position, transform.rotation);
obj.transform.parent = transform;
}
if (random_props.Length > 0)
{
for (int i = 0; i < random_props.Length; ++i)
{
for (int j = 0; j < Random.Range(1, random_props_max); ++j)
{
pos = new Vector3(Random.Range(-5, 5), Random.Range(0f, 0.15f), Random.Range(-5, 5));
rot = Quaternion.AngleAxis(Random.Range(0, 360), Vector3.up);
obj = (GameObject)Instantiate(random_props[i], transform.position + pos, rot);
s = Random.Range(0.3f, 1.3f);
obj.transform.localScale = new Vector3(s, s, s);
obj.transform.parent = transform;
}
}
}
if (special_props.Length > 0 && Random.Range(0f, 1f) > 0.5f)
{
for (int i = 0; i < special_props.Length; ++i)
{
pos = new Vector3(Random.Range(-5, 5), Random.Range(0f, 0.15f), Random.Range(-5, 5));
rot = Quaternion.AngleAxis(Random.Range(0, 360), Vector3.up);
obj = (GameObject)Instantiate(special_props[i], transform.position + pos, rot);
s = Random.Range(0.3f, 1.3f);
obj.transform.localScale = new Vector3(s, s, s);
obj.transform.parent = transform;
}
}
if (random_spawn != null)
{
GameObject o = (GameObject)Instantiate(random_spawn, transform.position, transform.rotation);
//o.transform.parent = transform;
}
// StaticBatchingUtility.Combine(gameObject);
}