void initilzing() { // set enter direction pool mark_direction_practice_enter_direction_person create_initial_direction_pool = wooden_fence.GetComponent <mark_direction_practice_enter_direction_person> (); create_initial_direction_pool.create_initial_direction_pool_for_each_map(); // create_goal_table mark_direction_practice_goalTable_personImage create_goal_table = wooden_fence.GetComponent <mark_direction_practice_goalTable_personImage> (); create_goal_table.create_goal_table(); // load_person_image mark_direction_practice_goalTable_personImage load_person_image = wooden_fence.GetComponent <mark_direction_practice_goalTable_personImage> (); load_person_image.load_person_image(); // load response cue one_two_three = (Texture2D)Resources.Load("123"); one_three_two = (Texture2D)Resources.Load("132"); two_one_three = (Texture2D)Resources.Load("213"); two_three_one = (Texture2D)Resources.Load("231"); three_one_two = (Texture2D)Resources.Load("312"); three_two_one = (Texture2D)Resources.Load("321"); cue_list.Add(one_two_three); cue_list.Add(one_three_two); cue_list.Add(two_one_three); cue_list.Add(two_three_one); cue_list.Add(three_one_two); cue_list.Add(three_two_one); Instantiate(FPScontroller, Vector3.zero, Quaternion.Euler(0, 0, 0)); Instantiate(wooden_fence, new Vector3(reference_coordinate_x, 0, reference_coordinate_z), Quaternion.Euler(0, 0, 0)); for (int i = 0; i < 34; i++) { if (i == 0) { new_coordinate_x = reference_coordinate_x; new_coordinate_z = reference_coordinate_z; Instantiate(wooden_fence, new Vector3(new_coordinate_x, 0.0f, new_coordinate_z), Quaternion.Euler(0, fence_rotation, 0)); } if (i != 0) { fence_rotation = fence_rotation + RotateAngle_for_fence; if (i == 1) { new_coordinate_x = reference_coordinate_x; new_coordinate_z = reference_coordinate_z + 4.6f; Instantiate(wooden_fence, new Vector3(reference_coordinate_x, 0.0f, new_coordinate_z), Quaternion.Euler(0, fence_rotation, 0)); } if (i > 1) { new_coordinate_x = new_coordinate_x + 4.6f * Mathf.Sin(((fence_rotation - RotateAngle_for_fence) * Mathf.PI) / 180); new_coordinate_z = new_coordinate_z + 4.6f * Mathf.Cos(((fence_rotation - RotateAngle_for_fence) * Mathf.PI) / 180); Instantiate(wooden_fence, new Vector3(new_coordinate_x, 0.0f, new_coordinate_z), Quaternion.Euler(0, fence_rotation, 0)); } } } }