public void populateAsteroids(List<int> startingOct)
{
UnityEngine.Vector3 [] asteroidLocOne = new UnityEngine.Vector3[UnityConstants.treeNum];
UnityEngine.Vector3 [] asteroidLocTwo = new UnityEngine.Vector3[UnityConstants.treeNum];
asteroids = new Transform[UnityConstants.treeNum * UnityConstants.scenarioNum];
// for the demo, the trick is that asteroids are statically located in fixed positions.
for (int i = 0; i < UnityConstants.treeNum; i++) {
asteroidLocOne [i] = UnityConstants.startingLocOne + UnityConstants.asteroidOffset[i];
asteroidLocTwo [i] = UnityConstants.startingLocTwo + UnityConstants.asteroidOffset[i];
}
for (int i = 0; i < UnityConstants.treeNum; i++) {
asteroids [i] = AsteroidInstantiate.MakeAnAsteroid ("asteroid" + i.ToString (), asteroidLocOne [i], true);
if (!inOct ((int)asteroids [i].position.x, (int)asteroids [i].position.y, (int)asteroids [i].position.z, startingOct)) {
toggleVisibility (asteroids [i], false);
}
}
for (int i = UnityConstants.treeNum; i < UnityConstants.treeNum * UnityConstants.scenarioNum; i++) {
asteroids [i] = AsteroidInstantiate.MakeAnAsteroid ("asteroid" + i.ToString (), asteroidLocTwo [i - UnityConstants.treeNum], true);
if (!inOct ((int)asteroids [i].position.x, (int)asteroids [i].position.y, (int)asteroids [i].position.z, startingOct)) {
toggleVisibility (asteroids [i], false);
}
}
}