Created
August 11, 2016 22:03
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private void Generate<T>() { | |
if (seed != 0) Random.seed = seed; | |
else seed = Random.seed; | |
int i = 0; | |
do { | |
Vector3 centerOfUniverse; | |
if (i == 0) { | |
centerOfUniverse = Vector3.zero; | |
} else { | |
float distanceFromCenter = 2 * radiusOfUniverses * i + margin; | |
centerOfUniverse = randomCoordinates(Vector3.zero, distanceFromCenter: distanceFromCenter); | |
} | |
float diameter = radiusOfUniverses * 2; | |
T obj = ((GameObject)Instantiate(UniversePrefab, centerOfUniverse, Quaternion.Euler(new Vector3()))).GetComponent<Universe>(); | |
typeof(T).GetField("gridPosition").SetValue(obj, centerOfUniverse); | |
typeof(T).GetField("transform").GetType().GetProperty("localScale").SetValue(obj, Vector3.one * diameter); | |
typeof(T).GetField("radiusOfUniverse").SetValue(obj, radiusOfUniverses); | |
generateGalaxies(centerOfUniverse, radiusOfUniverses); | |
i++; | |
} while (i != numberOfUniverse); | |
} |
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