#Threading so as to not take up space
1 messages · Page 1 of 1 (latest)
public void GenerateTree(float x, float y)
{
PlaceTile(log1, x, y);
}
public void PlaceTile(Sprite tileSprite, float x, float y)
{
GameObject newTile = new GameObject();
newTile.transform.parent = this.transform;
newTile.AddComponent<SpriteRenderer>();
newTile.GetComponent<SpriteRenderer>().sprite = tileSprite;
newTile.name = tileSprite.name;
newTile.transform.position = new Vector2(x + 0.5f, y + 0.5f);
worldTiles.Add(newTile.transform.position - (Vector3.one * 0.5f));
}
}```snippet of what I have so far
Right now I'm using the GenTree function to create a base tile with one texture, some middle logs, and a top
I'm unfamiliar with looping in C# though :/
for loop
Spoonfeed?
and create a different random number each time between a range
yes exactly
As I understand this, set i to 0
while i < count, count being a variable
run the loop
and i++ is add one to i for each loop?
yes its the amount of times it does it
the condition
yes
i++ just adds 1
its the same as i+=1
So why does i++ add 1 to the loop every loop, but int i = 0 doesn't reset the variable every loop??
Semantics?
it doesnt go through that part every time
it just acts based on them
first is the starting point then second is the condition and third is what it does to the starting point
🇮 🇨
if count would be 10 and you had print(i) in the for loop it would print 1 2 3 4 5 6 7 8 9 10
do you get it
yea yea
I've worked with Minecrafts Skript before so I have like super basic entry level how to use certain functions, but I am super new
public void GenerateTree(float x, float y)
{
count = Random.Range(0, 5);
PlaceTile(log1, x, y);
for (int i = 0; i < count; i++)
{
PlaceTile(log2, x, y+i);
}
PlaceTile(log3, x, y+i+1);
}```
So this, I'm getting some hierarchy errors
remember that the Update() function is also a loop
every frame it goes through it
and you could have a variable change everytime it goes through it

public void GenerateTree(float x, float y)
{
treeSize = Random.Range(2, 5);
PlaceTile(logBase, x, y);
for (int i = 0; i < treeSize; i++)
{
PlaceTile(logMid, x, y+i);
}
PlaceTile(logTop, x, y+treeSize+1);
}``` no errors just kills the world generator as soon as I try to place a tree
Heyyy I got it
For some reason not assigning a texture kills it
💯