AwesomeRunner/Assets/Scripts/Road/ProceduralChunkGeneration.cs
VladimirPirozhenko 45b277e7d1 Initial commit
2022-08-07 07:31:16 +03:00

31 lines
1.1 KiB
C#

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<LaneSystem>();
// chunkBounds = chunkPrefab.GetComponent<Renderer>().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);
//}
}