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 >(); foreach ( AnimationLibraryComponentAuthoring authoring in vaAnimationLibraryComponentAuthorings ) { 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 ); } } } }