树木同一平面的生成算法

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ForestMaker : MonoBehaviour
{
public GameObject m_treePrefab;
public int m_amount;
public GameObject m_ground;
public float m_radiusDistance;

void Start()
{
	if( m_treePrefab == null )
		return;

	m_ground.transform.localScale = new Vector3( m_amount * 10, 1, m_amount * 5 * 1.866f);

	for( int i = -m_amount / 2; i <= m_amount / 2; i++ )
	{
		for( int j = -m_amount / 2; j <= m_amount / 2; j++ )
		{
			if( Random.Range( 0f, 1.0f ) > 0.5f )
				continue;
			GameObject newGo = Instantiate<GameObject>( m_treePrefab);
			Vector3 newPos = Vector3.zero;
			newPos.x = ( i + j * 0.5f - (int)((j < 0?j-1f:j) / 2.0f) ) * 2 * m_radiusDistance;
			newPos.z = ( j ) * 1.866f * m_radiusDistance;
			newGo.transform.position = newPos;
			float size = Random.Range( 1f, 1.5f );
			newGo.transform.localScale = Vector3.one * size;
			newGo.transform.Rotate( Random.Range( -10f, 10f ), Random.Range( -180f, 180f ), Random.Range( -10f, 10f ) );
		}
	}
}

}

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