private void SetCrownTargets(Vector3 position_, Color[] colTargets_, TargetProperties targetProp_) { int angle0_ = Random.Range(0, 360); int nTargets_ = colTargets_.Length; for (int i = 0; i < nTargets_; i++) { SetTarget(position_, colTargets_[i], angle0_ + i * (float)360 / nTargets_, targetProp_); } }
private void SetTarget(Vector3 position_, Color colTarget_, float angleDirection_, TargetProperties targetProp_) { // Instantiate target targetsList.Add((GameObject)Instantiate(targetPrefab, position_, Quaternion.identity)); // Set target properties GameObject target_ = targetsList[targetsList.Count - 1]; // get last target which correspond to the current one target_.GetComponent <TargetBehavior>().SetLifeTime(targetProp_.lifeTime); target_.GetComponent <TargetBehavior>().SetAngleDirection(angleDirection_); target_.GetComponent <TargetBehavior>().SetColor(colTarget_); target_.GetComponent <TargetBehavior>().SetTranslationSpeed(targetProp_.transSpeed); target_.GetComponent <TargetBehavior>().SetRotationAxis(position_); target_.GetComponent <TargetBehavior>().SetRotationSpeed(targetProp_.rotSpeed); target_.GetComponent <TargetBehavior>().setScale(targetProp_.scale); }