public void CreateColumns(GameObject go) { if (spectrogramColumns == null) { spectrogramColumns = new List <SpectrogramColumns>(); } if (columnDescriptors == null) { columnDescriptors = new List <Spectrogram>(); } Spectrogram[] localDescriptors = go.GetComponentsInChildren <Spectrogram>(true); foreach (Spectrogram spec in localDescriptors) { SpectrogramColumns specCol = spec.gameObject.AddComponent <SpectrogramColumns>(); ReflectionUtil.SetPrivateField(specCol, "_columnPrefab", spec.columnPrefab); ReflectionUtil.SetPrivateField(specCol, "_separator", spec.separator); ReflectionUtil.SetPrivateField(specCol, "_minHeight", spec.minHeight); ReflectionUtil.SetPrivateField(specCol, "_maxHeight", spec.maxHeight); ReflectionUtil.SetPrivateField(specCol, "_columnWidth", spec.columnWidth); ReflectionUtil.SetPrivateField(specCol, "_columnDepth", spec.columnDepth); spectrogramColumns.Add(specCol); columnDescriptors.Add(spec); } }
/// <summary> /// Creates <see cref="SpectrogramColumns"/> for each <see cref="Spectrogram"/> on the given <paramref name="gameObject"/> /// </summary> /// <param name="gameObject">What <see cref="GameObject"/> to create <see cref="SpectrogramColumns"/> for</param> internal void CreateColumns(GameObject gameObject) { spectrogramColumns = new List <SpectrogramColumns>(); columnDescriptors = new List <Spectrogram>(); Spectrogram[] localDescriptors = gameObject.GetComponentsInChildren <Spectrogram>(true); foreach (Spectrogram spec in localDescriptors) { SpectrogramColumns specCol = spec.gameObject.AddComponent <SpectrogramColumns>(); PlatformManager.SpawnedComponents.Add(specCol); ReflectionUtil.SetPrivateField(specCol, "_columnPrefab", spec.columnPrefab); ReflectionUtil.SetPrivateField(specCol, "_separator", spec.separator); ReflectionUtil.SetPrivateField(specCol, "_minHeight", spec.minHeight); ReflectionUtil.SetPrivateField(specCol, "_maxHeight", spec.maxHeight); ReflectionUtil.SetPrivateField(specCol, "_columnWidth", spec.columnWidth); ReflectionUtil.SetPrivateField(specCol, "_columnDepth", spec.columnDepth); spectrogramColumns.Add(specCol); columnDescriptors.Add(spec); } }
/// <summary> /// Creates <see cref="SpectrogramColumns"/> for each <see cref="Spectrogram"/> on the given <paramref name="gameObject"/> /// </summary> /// <param name="gameObject">What <see cref="GameObject"/> to create <see cref="SpectrogramColumns"/> for</param> internal void CreateColumns(GameObject gameObject) { spectrogramColumns = new List <SpectrogramColumns>(); columnDescriptors = new List <Spectrogram>(); Spectrogram[] localDescriptors = gameObject.GetComponentsInChildren <Spectrogram>(true); foreach (Spectrogram spec in localDescriptors) { SpectrogramColumns specCol = spec.gameObject.AddComponent <SpectrogramColumns>(); PlatformManager.SpawnedComponents.Add(specCol); MaterialSwapper.ReplaceMaterials(spec.columnPrefab); specCol._columnPrefab = spec.columnPrefab; specCol._separator = spec.separator; specCol._minHeight = spec.minHeight; specCol._maxHeight = spec.maxHeight; specCol._columnWidth = spec.columnWidth; specCol._columnDepth = spec.columnDepth; spectrogramColumns.Add(specCol); columnDescriptors.Add(spec); } }