private void SpawnSequenceObject(Bounds solution, Color color, Other.PickableType type) { foreach (var t in _transportablesPrefab) { if (t.GetComponent <Arm.Pickable>().GetType() == type) { Quaternion randomRotation = Quaternion.Euler(0, _random.Next(0, 360), 0); GameObject gameobject = PhotonNetwork.Instantiate(t.name, solution.center, randomRotation); Pickable pickable = gameobject.GetComponent <Arm.Pickable>(); pickable.Color = color; pickable.Furnace = _furnace; pickable.SetEmissionVisibleBy(_emissionVisibleBy); _spawnedPickable.Add(new Tuple <Vector3, Quaternion, Pickable>(solution.center, randomRotation, pickable)); break; } } }
private void setItemsImageList() { _itemSprites.Clear(); FurnaceController.SequenceOfColor sequenceOfColor = _furnace.GetCurrentSequence(); for (int i = 0; i < _furnace.GetCurrentSequenceLenght(); i++) { Other.PickableType currentType = sequenceOfColor.types[i]; GameObject itemImage = new GameObject(); itemImage.AddComponent <Image>(); switch (currentType) { case Other.PickableType.RobotHead: _itemSprites.Add(RobotHeadImage); break; case Other.PickableType.Crate: _itemSprites.Add(CrateImage); break; case Other.PickableType.Gear: _itemSprites.Add(GearImage); break; case Other.PickableType.Battery: _itemSprites.Add(BatteryImage); break; case Other.PickableType.Pipe: _itemSprites.Add(PipeImage); break; } } _imageList.CreateLayout(_itemSprites, sequenceOfColor.ColorsSequence); }