public void LoadSequences() { if (this.sequenceObjectFiles == null) { this.sequenceObjectFiles = CsvLoader.LoadingFromFile(MagicOrchestraUtils.pathToGame2Sequence); } // Getting the sequence panel GameObject sequencePanel = gameObject.transform.GetChild(4).gameObject; SequenceObjectFile sequenceObjectFile = sequenceObjectFiles[difficultySlider.GetComponent <DifficultySlider>().GetCurrentDifficulty() - difficultySlider.GetComponent <DifficultySlider>().lowDifficulty]; // Looping on sequences of the target difficulty for (int arrayIndex = 0; arrayIndex < sequenceObjectFile.sequences.Count; arrayIndex++) { // Getting a sequence List <int> currentArray = sequenceObjectFile.sequences[arrayIndex]; if (sequencePanel.transform.childCount != sequenceObjectFile.sequences.Count) { // Creating a new toggle GameObject toggle = Instantiate(togglePrefab, sequencePanel.transform, false); toggle.transform.SetParent(sequencePanel.transform); toggle.transform.localScale = new Vector3(1.2f, 1.2f, 1.2f); toggle.GetComponent <SequenceToggle>().SetIndex(arrayIndex); // Setting toggle group toggleGroup.GetComponent <ToggleGroup>().RegisterToggle(toggle.GetComponent <Toggle>()); toggle.GetComponent <Toggle>().group = toggleGroup.GetComponent <ToggleGroup>(); // In order to leave only one toggle on if (arrayIndex != 0) { toggle.GetComponent <Toggle>().isOn = false; } // Creating the visual sequence string stringToWrite = ""; foreach (int number in currentArray) { stringToWrite = stringToWrite + number.ToString() + " "; } toggle.transform.GetChild(1).gameObject.GetComponent <Text>().text = stringToWrite; } else { // Creating the visual sequence string stringToWrite = ""; foreach (int number in currentArray) { stringToWrite = stringToWrite + number.ToString() + " "; } sequencePanel.transform.GetChild(arrayIndex).gameObject.transform.GetChild(1).gameObject.GetComponent <Text>().text = stringToWrite; } } }