using System; using System.Collections.Generic; using UnityEngine; using System.Linq; using JetBrains.Annotations; using Pools; using Roads; [Serializable] public struct RoutePoint { //Point position public string name; public float x; public float z; public bool slalom; } public class CoinCreation : MonoBehaviour { public int stepsize; public CoinPool coinPool; public List points = new List(); int pointIndex = 0; private Vector3 coin_position; private GameObject coin; private void Start() { PlaceCoins(); } public void PlaceCoins() { //Abstand zwischen den Coins berechnen RoutePoint start_point = points[pointIndex]; start_point.x = start_point.x + 190f; //offset wegen relativen Kreuzungskoordinaten pointIndex++; RoutePoint end_point = points[pointIndex]; end_point.x = end_point.x + 190f; //offset wegen relativen Kreuzungskoordinaten float distance_x = System.Math.Abs(start_point.x - end_point.x); float distance_z = System.Math.Abs(start_point.z - end_point.z); float space_x = 0; //default float space_z = 0; //default if (distance_x > 0) // wenn entlang der x Richung verteilt wird { space_x = distance_x / stepsize; } if (distance_z > 0) // wenn entlang der z Richung verteilt wird { space_z = distance_z / stepsize; } for (int i = 0; i > stepsize; ++i) { //position berechnen coin_position.x = start_point.x + i * space_x; coin_position.y = 0.5f; coin_position.z = start_point.z + i * space_z; //Coin erstellen coin = coinPool.GetItem(); coin.transform.position = coin_position; coin.transform.rotation = Quaternion.Euler(0f, 0f, 90f); } } }