Files
EcoSim/Assets/GameAssets/Scripts/PlantController.cs
T

55 lines
1.9 KiB
C#

using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class PlantController : MonoBehaviour
{
[SerializeField] GameObject plantPrefab;
[SerializeField] List<GameObject> plantModels;
List<GameObject> plants;
float xBound;
float zBound;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
plants = new List<GameObject>();
Terrain terrain = Core.instance.ground;
xBound = terrain.GetComponent<Terrain>().terrainData.size.x;
zBound = terrain.GetComponent<Terrain>().terrainData.size.z;
for (int i = 0; i < 100; i++)
{
GameObject newPlant = Instantiate(plantPrefab);
newPlant.GetComponent<Plant>().SetVisual(plantModels[Random.Range(0, plantModels.Count - 1)]);
newPlant.GetComponent<Plant>().SetValues(Random.Range(10f, 100f), Random.Range(0.1f, 0.2f), Random.Range(0.1f, 0.25f));
float x = Random.Range(0, xBound);
float z = Random.Range(0, zBound);
float y = terrain.SampleHeight(new Vector3(x, 0, z));
Vector3 normal = terrain.terrainData.GetInterpolatedNormal(x / xBound, z / zBound);
newPlant.transform.LookAt(normal);
newPlant.transform.Rotate(new Vector3(90, 0, 0));
Vector3 newPlantPos = new Vector3(x, y, z);
newPlant.transform.position = newPlantPos;
plants.Add(newPlant);
}
}
// Update is called once per frame
void Update()
{
for(int i = 0; i < plants.Count; i ++)
{
GameObject currentPlant = plants[i];
Plant plantI = currentPlant.GetComponent<Plant>();
if(!plantI.isAlive)
{
currentPlant.SetActive(false);
plants.Remove(currentPlant);
Destroy(currentPlant);
i--;
}
}
}
}