Initialize.populateAsteroids C# (CSharp) Méthode

populateAsteroids() public méthode

public populateAsteroids ( List startingOct ) : void
startingOct List
Résultat void
    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);
            }
        }
    }