void loadImage(List <Transform> transfor, List <string> fig_name_lst) { // Design: let all of the figures show as a circle transform_lst = new List <Transform>(); // count of figures a = 360 / fig_name_lst.Count; // unit angle // Debug.Log("unit angle a=" + a); print("The num of Fig: " + fig_name_lst.Count); // create instances for figures and render them for (int i = 0; i < fig_name_lst.Count; i++) { transform_lst.Add(Instantiate(Fig)); addTexture(fig_name_lst[i], transform_lst[i]); } for (int i = 0; i < fig_name_lst.Count; i++) { // locate the figure // caculate the Quaternion coordinate from vector3 coordinate system q = Quaternion.AngleAxis(i * a + 180F, Vector3.up); // quanternion --> vector3 // print("Rotation axis" + Vector3.up); // print("Rotation2: " + q); // revolution * Quaternion * Vector3 = Vector3 transform_lst[i].position = new Vector3(0, 1, 0) + Quaternion.AngleAxis((i + 1) * a, Vector3.up) * Vector3.forward * 3; // rotation transform_lst[i].rotation = q; prepPos(transform_lst[i]); AccessData.UpdateEntries(i + 1, pos_x, pos_y, pos_z); } }