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Dec 11th, 2017
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  1. var fields : GameObject[];
  2.  
  3.  
  4. var star : GameObject;
  5. var starAmount : int;
  6. var starDepthMin : float;
  7. var starDepthMax : float;
  8. var sizeJitterMin : float;
  9. var sizeJitterMax : float;
  10. var xExtents : float;
  11. var zExtents : float;
  12.  
  13. var player : GameObject;
  14. private var starArray = new Array();
  15.  
  16. function Awake () {
  17. transform.position = player.transform.position;
  18.  
  19. var playerPos : Vector3 = player.transform.position;
  20.  
  21.  
  22. for (i=0; i<starAmount; i++){
  23. star.transform.localScale = Vector3.one * Random.Range(sizeJitterMin, sizeJitterMax);
  24. var clone : GameObject;
  25. var x : float = Random.Range(transform.position.x - xExtents, transform.position.x + xExtents);
  26. var z : float = Random.Range(transform.position.z - zExtents, transform.position.z + zExtents);
  27. var depth : float = Random.Range(starDepthMin, starDepthMax);
  28. var pos : Vector3 = (Vector3(x-transform.position.x, depth, z-transform.position.z));
  29. clone = Instantiate(star, pos, Quaternion.identity);
  30.  
  31. if (pos.x+transform.position.x > transform.position.x && pos.z+transform.position.z > transform.position.z){
  32. clone.transform.parent = fields[1].transform;
  33. }
  34.  
  35. if (pos.x+transform.position.x < transform.position.x && pos.z+transform.position.z > transform.position.z){
  36. clone.transform.parent = fields[0].transform;
  37. }
  38.  
  39. if (pos.x+transform.position.x < transform.position.x && pos.z+transform.position.z < transform.position.z){
  40. clone.transform.parent = fields[2].transform;
  41. }
  42.  
  43. if (pos.x+transform.position.x > transform.position.x && pos.z+transform.position.z < transform.position.z){
  44. clone.transform.parent = fields[3].transform;
  45. }
  46.  
  47.  
  48. }
  49. //combine these bitches
  50.  
  51. for (f=0; f<fields.length; f++){
  52. var meshFilters = fields[f].GetComponentsInChildren(MeshFilter);
  53. var combine : CombineInstance[] = new CombineInstance [meshFilters.length];
  54. for (i=0; i<meshFilters.length; i++){
  55. combine[i].mesh = meshFilters[i].sharedMesh;
  56. combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
  57. meshFilters[i].gameObject.active = false;
  58. }
  59.  
  60.  
  61. fields[f].transform.GetComponent(MeshFilter).mesh = new Mesh();
  62. fields[f].transform.GetComponent(MeshFilter).mesh.CombineMeshes(combine);
  63. fields[f].transform.gameObject.active = true;
  64. }
  65. }
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