public void SetBucketToRow(Bucket bucket, BucketSide side) { switch (side) { case BucketSide.top: topBuckets.AddBucket(bucket); break; case BucketSide.right: rightBuckets.AddBucket(bucket); break; case BucketSide.bottom: bottomBuckets.AddBucket(bucket); break; case BucketSide.left: leftBuckets.AddBucket(bucket); break; default: break; } }
private void CreateBucket(int i, int j, Vector3 cellPosition, BucketSide type) { Bucket newBucket = Instantiate(bucketPrefab).GetComponent <Bucket>(); Vector3 setupPos = cellPosition; Quaternion setupRot = new Quaternion(); switch (type) { case BucketSide.top: allBuckets.SetBucketToRow(newBucket, BucketSide.top); setupPos = cellPosition + Vector3.up; setupRot = Quaternion.Euler(new Vector3(0f, 0f, 180f)); break; case BucketSide.right: allBuckets.SetBucketToRow(newBucket, BucketSide.right); setupPos += Vector3.right; setupRot = Quaternion.Euler(new Vector3(0f, 0f, 90f)); break; case BucketSide.bottom: allBuckets.SetBucketToRow(newBucket, BucketSide.bottom); setupPos += Vector3.down; setupRot = Quaternion.Euler(new Vector3(0f, 0f, 0f)); break; case BucketSide.left: allBuckets.SetBucketToRow(newBucket, BucketSide.left); setupPos += Vector3.left; setupRot = Quaternion.Euler(new Vector3(0f, 0f, 270f)); break; default: break; } newBucket.SetupBucket(cells[i, j], setupPos, setupRot); }