Created
December 4, 2015 18:20
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Grid Gen for Shelby
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class GridGenerator : MonoBehaviour | |
{ | |
[SerializeField] | |
private GameObject _gridPrefab; | |
public int rows; | |
public int cols; | |
List<GameObject> _gridList = new List<GameObject>(); | |
[ContextMenu("Generate Grids")] | |
public void GenerateGrids() | |
{ | |
float width = _gridPrefab.GetComponent<BoxCollider>().size.x; | |
float height = _gridPrefab.GetComponent<BoxCollider>().size.y; | |
float xPos = 0; | |
float yPos = 0; | |
float zPos = 0; | |
//z value | |
for (int i = 0; i < rows; i++) | |
{ | |
zPos = i * width; | |
//x value | |
for (int j = 0; j < cols; j++) | |
{ | |
xPos = j * width; | |
yPos = 0; | |
Vector3 newPos = new Vector3(xPos, yPos, zPos); | |
GameObject go = Instantiate(_gridPrefab, newPos, Quaternion.identity) as GameObject; | |
go.name = "Grid " + "[" + j + "]" + "[" + i + "]"; | |
go.transform.parent = transform; | |
_gridList.Add(go); | |
} | |
} | |
} | |
[ContextMenu("Destroy Grid")] | |
public void DestroyGrid() | |
{ | |
if (_gridList.Count == 0) | |
{ | |
foreach (Transform t in transform) | |
{ | |
_gridList.Add(t.gameObject); | |
} | |
foreach (GameObject go in _gridList) | |
{ | |
DestroyImmediate(go); | |
} | |
} | |
else | |
{ | |
foreach (GameObject go in _gridList) | |
{ | |
DestroyImmediate(go); | |
} | |
} | |
_gridList = new List<GameObject>(); | |
} | |
} |
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