private GameObject CreateSectorsConnection(GameObject Sector1, GameObject Sector2) { Vector2 distance = new Vector2(Sector1.transform.position.x - Sector2.transform.position.x, Sector1.transform.position.y - Sector2.transform.position.y); distance.Normalize(); float x = Sector1.transform.position.x - (distance.x * 5.5f); float y = Sector1.transform.position.y - distance.y * 2f; GameObject conn1 = Instantiate(ConnectionPoint, new Vector3(x, y, 0), new Quaternion(0, 0, 0, 0), Sector1.transform); Sector1.GetComponent<SpaceSystem>().PlanetsList.Add(conn1); x = Sector2.transform.position.x + (distance.x * 5.5f); y = Sector2.transform.position.y + distance.y * 2f; GameObject conn2 = Instantiate(ConnectionPoint, new Vector3(x, y, 0), new Quaternion(0, 0, 0, 0), Sector2.transform); Sector2.GetComponent<SpaceSystem>().PlanetsList.Add(conn2); if (UseDatabase) { // utwórz punkt w bazie danych db.CreateSectorConnection(Sector1, Sector2); } GameObject conection = CreateConnection(conn1, conn2, Sector1, Sector2); //Sector1.GetComponent<SpaceSystem>().ConnectionsList.Add(conection); //Sector2.GetComponent<SpaceSystem>().ConnectionsList.Add(conection); return conection; }