/// <summary> /// /// </summary> private void Awake() { _layers = new CellLayer[_layerCount]; // instantiate layers for (int i = 0; i < _layerCount; i++) { CellLayer copy = Instantiate(_layerPrefab, transform); copy.transform.localPosition = new Vector3(0.0f, i, 0.0f); // create cell layer copy.Initialize(_cellPrefab, _rowCount, _columnCount); _layers[i] = copy; } // create rule _analyser = new StackAnalyser(this); MyCA rule = new MyCA(_analyser); // create model _model = new CAModel2D(rule, _rowCount, _columnCount); // initialize model _initializer.Initialize(_model.CurrentState); // center manager gameobject at the world origin transform.localPosition = new Vector3(_columnCount, _layerCount, _rowCount) * -0.5f; }
/// <summary> /// /// </summary> private void Awake() { // create model _model = new CAModel2D(GetComponent <ICARule2D>(), _stack.RowCount, _stack.ColumnCount); // initialize model _initializer.Initialize(_model.CurrentState); }