Initialize.instantiateOctant C# (CSharp) Méthode

instantiateOctant() public méthode

public instantiateOctant ( string name, int x, int y, int z ) : void
name string
x int
y int
z int
Résultat void
    public void instantiateOctant(string name, int x, int y, int z)
    {
        GameObject entity = GameObject.Find (name);

        if (entity == null) {
            UnityEngine.Vector3 locationUnity = new UnityEngine.Vector3 (x, y, z);
            Transform cube = Instantiate (cubeTransform, locationUnity, Quaternion.identity) as Transform;

            cube.Find(UnityConstants.labelTransformPath.TrimStart('/')).guiText.text = name.Substring(UnityConstants.minimapPrefix.Length);
            cube.name = name;
            cube.renderer.material.SetColor ("_Color", new Color (0.5f, 0.5f, 0.5f, 0.5f));
            cube.renderer.material.shader = Shader.Find ("Transparent/Diffuse");

            // Whenever there's an octant being instantiated, enable the asteroid that's in there
            List<int> octList = CommonUtility.getOctantIndicesFromVector3 (new remap.NDNMOG.DiscoveryModule.Vector3 (x, y, z));
            for (int i = 0; i < UnityConstants.treeNum * UnityConstants.scenarioNum; i++) {
                if (inOct ((int)asteroids [i].position.x, (int)asteroids [i].position.y, (int)asteroids [i].position.z, octList)) {
                    toggleVisibility (asteroids [i], true);
                }
            }
        } else {
            //Debug.Log("octant " + name + " already instantiated.");
        }
    }