I’ve been working on importing a text file to instantiate an initial set of objects. So far it’s been working OK but now I want to randomise the starting locations of the cube objects.
function Spline(){
var separator1 = "
";
var separator2 = “,”;
var dataArray: String;
var line: String;
var fileText = File.ReadAllText("Assets/ObjectEditor.txt");
line = fileText.Split("
“[0]);
var savedObj:GameObject = null;
var objCount = 0;
var randCube = new Array ();
for(var i = 0; i < (line.Length); i++) {
dataArray = line*.Split(”,"[0]);*
var posX = (parseFloat(dataArray[1]));
var posY = (parseFloat(dataArray[2]));
var posZ = (parseFloat(dataArray[3]));
var objRotationX = (parseFloat(dataArray[4]));
var objRotationY = (parseFloat(dataArray[5]));
var objRotationZ = (parseFloat(dataArray[6]));
var objID = ((dataArray[7]));
-
if ((dataArray[0] == "Cube")) {*
savedObj = Cube;
randCube.Push(line);
Debug.Log(randCube);
}
if ((dataArray[0] == “Blank”)) {
savedObj = Blank;
}
// Spawn Object
var obj = Instantiate(savedObj, Vector3(posX, posY, posZ), Quaternion.Euler(objRotationX, objRotationY, objRotationZ));
objCount++;
obj.name = (dataArray[0] + “”);
-
if(savedObj == Cube){*
-
var tm : TextMesh = obj.GetComponentInChildren(TextMesh);*
-
tm.text = objID;*
-
obj.GetComponent(CubeScript).CubeID = (parseInt(objID));*
-
}*
-
if(savedObj == Blank){*
-
obj.GetComponent(BlankTrigger).trigger = (parseInt(objID));*
-
}*
}
for (var X = 0; X < randCube.length; X++) {
var zombie : String[] = randCube[X];
-
Debug.Log(randCube.length + ' length' + zombie);*
- }*
- //*
}
I’ve been trying to put lines that start “code” (dataArray[0]) into an Array which I can then randomise and instantiate separately to the Blanks. The problem is when I try and read randCube[x] I just get “System.String[]” repeated x amount of times.
And idea how I can import and export the lines without having to use process separate text files?