// Use this for initialization void Start() { position = this.transform.position -= (new Vector3(0, 0, 0)); GameObject prev = (GameObject)Instantiate(conveyorBelt, position, Quaternion.AngleAxis(-90, Vector3.forward)); prev.transform.Rotate(new Vector3(0, -90, 0)); position += new Vector3(1.722f, 0, 0); ItemTransportationService.callWhenReadyToAddItem(prev, this); for (int i = 0; i < numBelts / 2; i++) { //create new instance GameObject instance = (GameObject)Instantiate(conveyorBelt, position, Quaternion.AngleAxis(-90, Vector3.forward)); instance.transform.Rotate(new Vector3(0, -90, 0)); position += new Vector3(1.72f, 0, 0); //connect it to prev ItemTransportationService.addOutputToNode(instance, prev); prev = instance; } //create new instance GameObject instance2 = (GameObject)Instantiate(furnace, position, Quaternion.AngleAxis(-90, Vector3.forward)); instance2.transform.Rotate(new Vector3(0, -90, 0)); position += new Vector3(1.72f, 0, 0); ItemTransportationService.addOutputToNode(instance2, prev); prev = instance2; for (int i = 0; i < numBelts / 2; i++) { //create new instance GameObject instance = (GameObject)Instantiate(conveyorBelt, position, Quaternion.AngleAxis(-90, Vector3.forward)); instance.transform.Rotate(new Vector3(0, -90, 0)); position += new Vector3(1.72f, 0, 0); //connect it to prev ItemTransportationService.addOutputToNode(instance, prev); prev = instance; } }
void Start() { ItemTransportationService.callWhenReadyToAddItem(objectToFillWithItems, this); ItemTransportationService.callWhenReadyToRemoveItem(objectToFillWithItems, this); }