public Grid(GameObject newGrid, int x, int y) { MasterGrid = newGrid; masterGridBehaviour = newGrid.GetComponent <EMGridSingle>(); position.x = x; position.y = y; for (int incrementer = 0; incrementer < 4; incrementer++) { //we assign every monobehaviour and under grid class needed SousGrid.Add(new UnderGrid(newGrid.transform.GetChild(incrementer).gameObject, this, incrementer)); childMonoGrid.Add(newGrid.transform.GetChild(incrementer).GetComponent <EMUnderGrid>()); //here we assign his ID and his behaviour childMonoGrid[incrementer].AssignGrids(masterGridBehaviour, incrementer); } BGGrid = newGrid.transform.GetChild(4).gameObject; BGGrid.transform.localPosition = new Vector3(0, Random.Range(-35, -40), 0); }
public void AssignGrids(EMGridSingle grid, int Id) { MyMasterGrid = grid; IdentifierUnderGrid = Id; }