private void SetHoleBlock()
    {
        for (int i = 0; i < axisIndex; i++)
        {
            int j = 0; int k = 0;
            while (j < blockSize) // negative
            {
                GameObject block     = Instantiate(holeBlockPrefab) as GameObject;
                HoleBlock  holeBlock = block.GetComponent <HoleBlock>();
                holeBlock.Initialize(i, j, blockSize);
                switchController[i, 0].holeGroup[j] = holeBlock;
                j++;
            }
            while (k < blockSize) // positive
            {
                GameObject block     = Instantiate(holeBlockPrefab) as GameObject;
                HoleBlock  holeBlock = block.GetComponent <HoleBlock>();
                holeBlock.Initialize(i, blockSize, k);
                switchController[i, 1].holeGroup[k] = holeBlock;

                k++;
            }
        }
    }
Exemple #2
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    private void SetHoleBlock(int blockSize) //axisIndex: 0 == x, 1 == y, 2 == z
    {
        for (int i = 0; i < _axisIndex; i++)
        {
            int j = 0; int k = 0;

            while (j < blockSize) // negative
            {
                GameObject block     = Instantiate(holeBlockPrefab) as GameObject;
                HoleBlock  holeBlock = block.GetComponent <HoleBlock>();
                holeBlock.Initialize(i, j, blockSize);
                holeArray[i, 0, j] = holeBlock;
                j++;
            }
            while (k < blockSize) // positive
            {
                GameObject block     = Instantiate(holeBlockPrefab) as GameObject;
                HoleBlock  holeBlock = block.GetComponent <HoleBlock>();
                holeBlock.Initialize(i, blockSize, k);
                holeArray[i, 1, k] = holeBlock;
                k++;
            }
        }
    }