// Use this for initialization void Start() { select_scene(); GameObject newLineGen = Instantiate(lineGerneratorPrefab); LineRenderer lRend = newLineGen.GetComponent <LineRenderer>(); lRend.positionCount = pos.Length; int index = 0; // for data bus List <string> nameList = new List <string>(); List <int> valueList = new List <int>(); for (int i = 0; i < pos.GetLength(0); i++) { GameObject newLineGen_2 = Instantiate(lineGerneratorPrefab); LineRenderer lRend_2 = newLineGen_2.GetComponent <LineRenderer>(); lRend_2.positionCount = pos.GetLength(1); for (int j = 0; j < pos.GetLength(1); j++) { // new number cube location diff from offset Vector3 vec = new Vector3(width * (float)pos[i, j], -height * i / pos.GetLength(0), (float)dis[i, j]); // final position after add all adjustment. Vector3 newPos = eyePosition.position + vec + offset; // generate number object GameObject projectile = Instantiate(spawnee, newPos, eyePosition.rotation); rotation_degree((float)pos[i, j]); projectile.transform.rotation = Quaternion.Euler(0, (float)rot_degree, 180); //projectile.transform.rotation = Quaternion.Euler(0, (float)rot[i,j], 180); //projectile.transform.rotation = Quaternion.Euler(0, 0, 180); // apply texture int texture_index = Random.Range(0, 10); projectile.GetComponent <Renderer>().material.mainTexture = textures[texture_index]; // add canvas to be number parent string name = index.ToString() + 'a' + texture_index.ToString(); projectile.name = name; // store object id and value to Databus nameList.Add(name); if (currentScene == 1) { lRend.SetPosition(index, newPos); } if (currentScene == 2) { lRend_2.SetPosition(index, newPos); } index++; } } gameDatabus = GameDataBus.FindObjectsOfType <GameDataBus>()[0]; gameDatabus.InitializedData(nameList, valueList); }
void Awake() { gameDatabus = GameDataBus.FindObjectsOfType <GameDataBus>()[0]; }