private void CreateAtomRCSprite(int type, int start, int end, ArrayList atomLocationalist, Color c, Vector3 v, int order)
        {
            LinkedSpriteManager linkedSpriteManager = null;
            GameObject          SpriteManager;

            if (!GameObject.Find("SpriteManager"))
            {
                SpriteManager      = new GameObject();
                SpriteManager.name = "SpriteManager";
            }
            else
            {
                SpriteManager = GameObject.Find("SpriteManager");
            }

            SpriteManager.GetComponent <MeshRenderer>().enabled = true;

            if (SpriteManager.GetComponent <LinkedSpriteManager>() == null)
            {
                SpriteManager.AddComponent("LinkedSpriteManager");
                linkedSpriteManager = (LinkedSpriteManager)Component.FindObjectOfType(typeof(LinkedSpriteManager));
                Material mat = Resources.Load("Materials/hyperballshader", typeof(Material)) as Material;
                linkedSpriteManager.material       = mat;
                linkedSpriteManager.allocBlockSize = atomLocationalist.Count;
            }
            else
            {
                linkedSpriteManager = (LinkedSpriteManager)Component.FindObjectOfType(typeof(LinkedSpriteManager));
                linkedSpriteManager.allocBlockSize = atomLocationalist.Count;
                linkedSpriteManager.enabled        = true;
            }
            GameObject Atom;

            float[] fLocation = atomLocationalist[start] as float[];
            Vector3 location  = new Vector3(fLocation[0], fLocation[1], fLocation[2]);

            UnityEngine.Object o;
            o    = MonoBehaviour.Instantiate(Resources.Load("HBspriteplane"), location, new Quaternion(0f, 0f, 0f, 0f));
            Atom = (GameObject)o;
            MoleculeModel.atoms.Add(Atom);
            Atom.renderer.material.SetColor("_Color", c);
            BallUpdateHB comp = Atom.GetComponent <BallUpdateHB>();

            comp.rayon     = (float)(v[0]);
            comp.atomcolor = c;
            comp.number    = order;
            comp.enabled   = true;
            linkedSpriteManager.AddSprite(Atom, 1f, 1f, 0, 0, 256, 256, true);
            switch (type)
            {
            case 0: Atom.tag = "C"; break;

            case 1: Atom.tag = "N"; break;

            case 2: Atom.tag = "O"; break;

            case 3: Atom.tag = "S"; break;

            case 4: Atom.tag = "P"; break;

            case 5: Atom.tag = "H"; break;

            default: Atom.tag = "X"; break;
            }
        }