VertexAnimation/Runtime/Scripts/AnimatedPrefabSpawner.cs

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using System;
using UnityEngine;
namespace TAO.VertexAnimation
{
public class AnimatedPrefabSpawner : MonoBehaviour
{
public GameObject Prefab;
public Transform BottomLeftCorner;
public Transform Parent;
public int Width;
public int Height;
public float Distance;
[ContextMenu("Test")]
public void SetAllSeeds()
{
Vector3 currentPosition = BottomLeftCorner.position;
Vector3 startPosition = currentPosition;
for ( int i = 0; i < Width; i++ )
{
for ( int j = 0; j < Height; j++ )
{
GameObject instance = Instantiate( Prefab, Parent, true );
instance.transform.position = currentPosition;
currentPosition = new Vector3( currentPosition.x + Distance, currentPosition.y, currentPosition.z );
}
currentPosition = new Vector3( startPosition.x , currentPosition.y, currentPosition.z + Distance );
}
AnimationLibraryComponentAuthoring[] vaAnimationLibraryComponentAuthorings = Parent.GetComponentsInChildren < AnimationLibraryComponentAuthoring >();
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foreach ( AnimationLibraryComponentAuthoring authoring in vaAnimationLibraryComponentAuthorings )
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{
var test = Guid.NewGuid().GetHashCode().ToString();
Debug.Log( test );
test = test.Substring( test.Length - 4 );
Debug.Log( UInt32.Parse( test ) );
authoring.Seed = UInt32.Parse( test );
}
}
}
}