// public Rigidbody projectile; // public void rez_game_object () // { // Rigidbody instance = Instantiate (projectile); // instance.velocity = Random.insideUnitSphere * 5; // } public void generate_cube() { //if (stage == null) //return false; //if (prefab_cube == null) //return false; remove_all_cubes(); int total_color = colorReference.Length; Debug.Log(total_color); float incre = (float)_area_for_rez.x / (float)totalcubes; for (int i = 0; i < totalcubes; i++) { GameObject cube = Instantiate(prefab_cube) as GameObject; float x = -_area_for_rez.x / 2f + (float)incre * i; float z = Random.Range(-_area_for_rez.y / 2, _area_for_rez.y / 2); cube.transform.position = new Vector3(x, 1f, z); cube.transform.parent = stage.transform; //color configurations if (total_color > 0) { int color_selected = Random.Range(0, total_color); Debug.Log(color_selected); cubebase baseinfo = colorReference [color_selected]; cube.renderer.materials [0].color = baseinfo.color; //cube.GetComponent<ballcontrol> ().setCube = baseinfo; cube.AddComponent("cubedata"); cube.GetComponent <cubedata> ().type = color_selected; cube.GetComponent <cubedata> ().cubeID = cube.GetHashCode(); //cube_game_stage.Add (baseinfo); } } }
public void export (cubebase[] data) { string datac = JsonWriter.Serialize (data); Debug.Log (datac); }