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- var fields : GameObject[];
- var star : GameObject;
- var starAmount : int;
- var starDepthMin : float;
- var starDepthMax : float;
- var sizeJitterMin : float;
- var sizeJitterMax : float;
- var xExtents : float;
- var zExtents : float;
- var player : GameObject;
- private var starArray = new Array();
- function Awake () {
- transform.position = player.transform.position;
- var playerPos : Vector3 = player.transform.position;
- for (i=0; i<starAmount; i++){
- star.transform.localScale = Vector3.one * Random.Range(sizeJitterMin, sizeJitterMax);
- var clone : GameObject;
- var x : float = Random.Range(transform.position.x - xExtents, transform.position.x + xExtents);
- var z : float = Random.Range(transform.position.z - zExtents, transform.position.z + zExtents);
- var depth : float = Random.Range(starDepthMin, starDepthMax);
- var pos : Vector3 = (Vector3(x-transform.position.x, depth, z-transform.position.z));
- clone = Instantiate(star, pos, Quaternion.identity);
- if (pos.x+transform.position.x > transform.position.x && pos.z+transform.position.z > transform.position.z){
- clone.transform.parent = fields[1].transform;
- }
- if (pos.x+transform.position.x < transform.position.x && pos.z+transform.position.z > transform.position.z){
- clone.transform.parent = fields[0].transform;
- }
- if (pos.x+transform.position.x < transform.position.x && pos.z+transform.position.z < transform.position.z){
- clone.transform.parent = fields[2].transform;
- }
- if (pos.x+transform.position.x > transform.position.x && pos.z+transform.position.z < transform.position.z){
- clone.transform.parent = fields[3].transform;
- }
- }
- //combine these bitches
- for (f=0; f<fields.length; f++){
- var meshFilters = fields[f].GetComponentsInChildren(MeshFilter);
- var combine : CombineInstance[] = new CombineInstance [meshFilters.length];
- for (i=0; i<meshFilters.length; i++){
- combine[i].mesh = meshFilters[i].sharedMesh;
- combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
- meshFilters[i].gameObject.active = false;
- }
- fields[f].transform.GetComponent(MeshFilter).mesh = new Mesh();
- fields[f].transform.GetComponent(MeshFilter).mesh.CombineMeshes(combine);
- fields[f].transform.gameObject.active = true;
- }
- }
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