private void CreateNewRowSeatInput() { // seating stuff graphics: GameObject newrow = Instantiate(rowseatsprototype); newrow.transform.rotation = Quaternion.identity; newrow.transform.localScale = Vector3.one; Vector3 rowpos = listingstart.transform.localPosition; float offset = ((this.inputfields.Count) * -30); //Debug.Log("row offset: " + offset); rowpos.y = rowpos.y + offset; newrow.transform.position = rowpos; newrow.transform.SetParent(transform, false); if (inputfields.Count < containerlist.Count) { newrow.GetComponent <InputField>().text = containerlist[inputfields.Count].rowseats.ToString(); } else { newrow.GetComponent <InputField>().text = containerlist[containerlist.Count - 1].rowseats.ToString(); RowSeatContainer newcont = new RowSeatContainer("new", 0); containerlist.Add(newcont); } this.inputfields.Add(newrow); newrow.name = "inputrow " + this.inputfields.Count; // seating stuff data: }
private void CreateNewRowSeatInput() { // seating stuff graphics: GameObject newrow = Instantiate(rowseatsprototype); newrow.transform.rotation = Quaternion.identity; newrow.transform.localScale = Vector3.one; Vector3 rowpos = listingstart.transform.localPosition; float offset = ((this.inputfields.Count) * -30); //Debug.Log("row offset: " + offset); rowpos.y = rowpos.y + offset; newrow.transform.position = rowpos; newrow.transform.SetParent(transform, false); if (inputfields.Count < containerlist.Count) newrow.GetComponent<InputField>().text = containerlist[inputfields.Count].rowseats.ToString(); else { newrow.GetComponent<InputField>().text = containerlist[containerlist.Count - 1].rowseats.ToString(); RowSeatContainer newcont = new RowSeatContainer("new", 0); containerlist.Add(newcont); } this.inputfields.Add(newrow); newrow.name = "inputrow " + this.inputfields.Count; // seating stuff data: }