Created
December 10, 2013 19:23
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void spread(Transform area, ref GameObject[] array) { | |
int l = array.Length; | |
if (l > 1) { | |
Vector3 center = area.collider.bounds.center, extents = area.collider.bounds.extents; | |
float top = center.y + extents.y, | |
bottom = center.y - extents.y; | |
bool allSpread; | |
int tries = 0, maxTries = 5000; | |
float bumpDist = 1.5f; | |
do { | |
Array.Sort(array, delegate(GameObject x, GameObject y) { | |
return x.transform.position.y.CompareTo(y.transform.position.y); | |
}); | |
allSpread = true; | |
for (int i = 0; i < (l - 1); i++) { | |
GameObject obj1 = array[i], | |
obj2 = array[i+1]; | |
float dist = obj1.transform.position.y - obj2.transform.position.y; | |
if (Mathf.Abs(dist) < bumpDist) { | |
allSpread = false; | |
obj1.transform.position = new Vector3(center.x, UnityEngine.Random.Range(bottom, top), center.z); | |
} | |
} | |
if (!allSpread) { | |
tries++; | |
} | |
} while (tries < maxTries && !allSpread); | |
} | |
} |
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