using System.Collections; using System.Collections.Generic; using UnityEngine; public class ProceduralChunkGeneration : MonoBehaviour//,IChunkGenerationStrategy { //[SerializeField] Chunk chunkPrefab; //[SerializeField] Obstacle obstaclePrefab; //[SerializeField] LaneSystem LaneSystem; //private Bounds chunkBounds; ////public LaneSystem LaneSystem { get; set; } ////[SerializeField] private GameObject lanePrefab; //private void Awake() //{ // LaneSystem = GameObject.Find("LaneSystem").GetComponent(); // chunkBounds = chunkPrefab.GetComponent().bounds; // Generate(); //Generate(); Generate(); //} //public void Generate() //{ // Vector3 obstaclePosition = Vector3.zero; // obstaclePosition.x = LaneSystem.LaneWidth * 1; // obstaclePosition.y = 0; // obstaclePosition.z = chunkBounds.size.z; // var instance = Instantiate(chunkPrefab, new Vector3(), new Quaternion()); // instance.transform.localPosition = obstaclePosition; // chunkPrefab.transform.SetParent(instance.transform); //} }