diegographics

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Apr 3rd, 2017
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  1. //MD5Hash:09cfaae5eec50d28cc5b2570f73f4d51;
  2. using UnityEngine;
  3. using System;
  4.  
  5.  
  6. public class MapGenerator : UnityEngine.MonoBehaviour
  7. {
  8.     public UnityEngine.GameObject GameObject_Plane = null;
  9.     public UnityEngine.GameObject GameObject_GroundPlaneContainer = null;
  10.     public UnityEngine.GameObject GameObject_DesertPlaneContainer = null;
  11.     public int Count_X = 0;
  12.     public int Count_Y = 0;
  13.     public int Count_Depth_X = 0;
  14.     public UnityEngine.Camera Camera_MainCamera = null;
  15.  
  16.  
  17.     void Start()
  18.     {
  19.         int X_Position = 0;
  20.         int Y_Position = 0;
  21.         int XY_Cordinates = 10;
  22.         int Depth_Position_X = 0;
  23.         int Depth_Position_Z = 0;
  24.         int Half_Divider = 2;
  25.         int Index_X = 0;
  26.         int Index_Y = 0;
  27.  
  28.         for (int i_268 = 0; i_268 < Count_X; i_268++)
  29.         {
  30.             X_Position = (i_268 * XY_Cordinates);
  31.             Index_X = i_268;
  32.             for (int i_271 = 0; i_271 < Count_Y; i_271++)
  33.             {
  34.                 Y_Position = (i_271 * XY_Cordinates);
  35.                 Index_Y = i_271;
  36.                 if (((Count_Y - 1) == i_271))
  37.                 {
  38.                     GameObject_GroundPlaneContainer.name = "Plane_X_" + Index_X.ToString() + "_Y_" + Index_Y.ToString();
  39.                     UnityEngine.Object.Instantiate(GameObject_GroundPlaneContainer, new UnityEngine.Vector3(X_Position, Y_Position, 0f), new UnityEngine.Quaternion(0f, 0f, 0f, 0f));
  40.                 }
  41.                 else
  42.                 {
  43.                     GameObject_Plane.name = "Plane_X_" + Index_X.ToString() + "_Y_" + Index_Y.ToString();
  44.                     UnityEngine.Object.Instantiate(GameObject_Plane, new UnityEngine.Vector3(X_Position, Y_Position, 0f), new UnityEngine.Quaternion(0f, 0f, 0f, 0f));
  45.                 }
  46.  
  47.             }
  48.         }
  49.         for (int i_313 = 0; i_313 < Count_X; i_313++)
  50.         {
  51.             Depth_Position_X = (i_313 * XY_Cordinates);
  52.             for (int i_315 = 0; i_315 < Count_Depth_X; i_315++)
  53.             {
  54.                 Depth_Position_Z = (i_315 * XY_Cordinates);
  55.                 UnityEngine.Object.Instantiate(GameObject_DesertPlaneContainer, new UnityEngine.Vector3(Depth_Position_X, ((Count_Y * XY_Cordinates) - (XY_Cordinates / Half_Divider)), (Depth_Position_Z + ((XY_Cordinates / Half_Divider) - (Count_Depth_X * XY_Cordinates)))), new UnityEngine.Quaternion(0f, 0f, 0f, 0f));
  56.             }
  57.         }
  58.     }
  59.     void Update()
  60.     {
  61.         UnityEngine.Ray Ray;
  62.         UnityEngine.RaycastHit Hit;
  63.  
  64.         Camera_MainCamera.ScreenPointToRay(UnityEngine.Input.mousePosition);
  65.         Ray = Camera_MainCamera.ScreenPointToRay(UnityEngine.Input.mousePosition);
  66.         UnityEngine.Physics.Raycast(Ray, out Hit);
  67.         if (UnityEngine.Physics.Raycast(Ray, out Hit))
  68.         {
  69.             UnityEngine.Debug.Log(Hit.collider.gameObject.transform.root.gameObject.name);
  70.         }
  71.  
  72.     }
  73. }
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