// Start is called before the first frame update void Start() { foreach (Transform child in this.transform) { if (child.GetComponent <SpriteRotate>() != null) { SpriteRotate sprite = child.GetComponent <SpriteRotate>(); allSprites.Add(sprite); } } level = 1; preLv = level; maxLevel = allSprites.Count - 1; startTime = Time.time; }
private void UpdatePrefab() { for (int i = transform.childCount - 1; i >= 0; i--) { DestroyImmediate(transform.GetChild(i).gameObject); } if (prefab) { foreach (Transform child in prefab.transform) { var c = Instantiate(child.gameObject); foreach (var script in c.GetComponentsInChildren <MonoBehaviour>()) { script.enabled = false; } c.transform.parent = transform; c.transform.localPosition = c.transform.position; } foreach (var renderer in GetComponentsInChildren <SpriteRenderer>()) { renderer.sharedMaterial = previewMaterial; renderer.sortingLayerName = "Preview"; } spriteRotate = GetComponentInChildren <SpriteRotate>(); if (spriteRotate) { spriteRotate.enabled = true; } } }
void Init() { spriteRotate = GetComponent <SpriteRotate>(); spriteRenderer = GetComponent <SpriteRenderer>(); }