private void classAddSet()
    {
        //class created
        if (this.SCCObjList != null)
        {
            int an = this.CTransform.Count - this.SCCObjList.Count;

            if (an > 0)
            {
                for (int i = 0; i < an; i++)
                {
                    SmoothColliderClass scc = gameObject.AddComponent <SmoothColliderClass>();

                                        #if UNITY_EDITOR
                    Undo.RegisterCreatedObjectUndo(scc, "Created SJ Class");
                                        #endif

                    if (scc != null)
                    {
                        scc.SJCCNumber = i;

                        if (this.CTransform[i] != null)
                        {
                            scc.SJCCTransform      = this.CTransform[i].transform;
                            scc.SJCCTransform.name = this.CTransform[i].transform.name;
                        }

                        if (this.Radius != null)
                        {
                            scc.SJCCRadius = this.Radius[i];
                        }

                        this.SCCObjList.Add(scc);
                    }
                }
            }
        }
    }
    private void colliderAddSet(bool ss, int sn)
    {
        //collider created

        if (this.CTransform != null)
        {
            if (ss == false)
            {
                //Initialization
                for (int i = 0; i < this.SJColliderNumber; i++)
                {
                    GameObject go = new GameObject("Please click a ColliderAutoSetOn (SmoothJoint Component)");

                                        #if UNITY_EDITOR
                    Undo.RegisterCreatedObjectUndo(go, "Created SJ Collider");
                                        #endif

                    if (go != null)
                    {
                        this.CTransform.Add(go);

                        this.CTransform[i].transform.parent = this.ParentObject.transform;

                        this.CTransform[i].transform.localPosition = this.Center[i];
                        this.CTransform[i].transform.localRotation = Quaternion.identity;
                        this.CTransform[i].transform.localScale    = new Vector3(1f, 1f, 1f);

                        if (this.SCCObjList != null)
                        {
                            SmoothColliderClass scc = gameObject.AddComponent <SmoothColliderClass>();

                                                        #if UNITY_EDITOR
                            Undo.RegisterCreatedObjectUndo(scc, "Created SJ Class");
                                                        #endif

                            if (scc != null)
                            {
                                scc.SJCCNumber         = i;
                                scc.SJCCTransform      = this.CTransform[i].transform;
                                scc.SJCCTransform.name = this.CTransform[i].transform.name;

                                if (this.Radius != null)
                                {
                                    scc.SJCCRadius = this.Radius[i];
                                }

                                this.SCCObjList.Add(scc);
                            }
                        }
                    }
                }
            }
            else
            {
                //add to
                for (int si = sn; si < this.SJColliderNumber; si++)
                {
                    GameObject go = new GameObject("Please click a ColliderAutoSetOn (SmoothJoint Component)");

                                        #if UNITY_EDITOR
                    Undo.RegisterCreatedObjectUndo(go, "Created SJ Collider");
                                        #endif

                    if (go != null)
                    {
                        this.CTransform.Add(go);

                        this.CTransform[si].transform.parent = this.ParentObject.transform;

                        this.ReSetRadius();
                        this.ReSetCenter();

                        this.CTransform[si].transform.localPosition = this.Center[si];
                        this.CTransform[si].transform.localRotation = Quaternion.identity;
                        this.CTransform[si].transform.localScale    = new Vector3(1f, 1f, 1f);

                        if (this.SCCObjList != null)
                        {
                            SmoothColliderClass scc = gameObject.AddComponent <SmoothColliderClass>();

                                                        #if UNITY_EDITOR
                            Undo.RegisterCreatedObjectUndo(scc, "Created SJ Class");
                                                        #endif

                            if (scc != null)
                            {
                                scc.SJCCNumber         = si - sn;
                                scc.SJCCTransform      = this.CTransform[si].transform;
                                scc.SJCCTransform.name = this.CTransform[si].transform.name;

                                if (this.Radius != null)
                                {
                                    scc.SJCCRadius = this.Radius[si];
                                }

                                this.SCCObjList.Add(scc);
                            }
                        }
                    }
                }
            }
        }

        Debug.Log("Add a SmoothCollider: Total " + this.CTransform.Count);
    }